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Ibnus Nahiyan Samit edited this page Apr 30, 2025
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Steel Ascendant is a 2.5D boss fight game set in a cyberpunk universe. The game features intense combat mechanics, unique boss encounters, and vertical gameplay using a jetpack system.
- π Vertical combat with jetpack mechanics
- π― Play as the Boss against escalating BNS agents
- π¨ Cyberpunk-inspired 2.5D visuals
| Technology | Version/Details |
|---|---|
| 6000.0.32f1 | |
| 3D Modeling and UV Unwraping | |
| Texturing 3D Models | |
| UI & Background Image Development | |
| Character Animation | |
| IDE | |
| Programming Language | |
| UI Development |
- Unity 6000.0.32f1
- Git installed (for install package)
Assets/
βββ AddressableAssetsData/
βββ Animations/
βββ Art/
βββ Audio/
βββ Cutscene/
βββ Environment/
βββ Extra/
βββ Font/
βββ JMO Assets/
βββ Language/
βββ Materials/
βββ Models/
βββ ObjectData/
βββ PlayerControls.inputactions
βββ Post-Processing/
βββ Prefabs/
βββ Resources/
βββ Scenes/
βββ Scripts/
β βββ Animation/
β βββ Audio/
β βββ Camera/
β βββ Characters/
β βββ Combat/
β βββ Dialogue/
β βββ Environment/
β βββ Game/
β βββ Input/
β βββ Interface/
β βββ Scene/
β βββ UI/
β βββ Weapon/
βββ Settings/
βββ Shaders/
βββ Sprite/
βββ Textures/
βββ UI/
βββ UI Toolkit/
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Boss (Player):
Assets/Scripts/Characters/BossController.cs(or similar) -
Heroes (AI):
Assets/Scripts/Characters/HeroAI.cs
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Hero Base:
Assets/Scripts/Characters/Hero.cs
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Game Manager:
Assets/Scripts/Game/GameManager.cs -
Level Manager:
Assets/Scripts/Game/LevelManager.cs -
Scene Management:
Assets/Scripts/Scene/SceneManager.csAssets/Scripts/Game/MainMenuLoader.csAssets/Scripts/Game/SplashScreenLoader.cs
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Dialogue System
Assets/Scripts/Dialogue/DialogueManager.cs
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Shooting:
Assets/Scripts/Combat/ShootingController.cs -
Health:
Assets/Scripts/Combat/Health.cs -
Special Abilities:
Assets/Scripts/Combat/Shield.csAssets/Scripts/Combat/Dash.cs
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Projectiles:
Assets/Scripts/Combat/Bullet.cs
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Input Manager:
Assets/Scripts/Input/InputManager.cs -
Input Actions:
Assets/PlayerControls.inputactions -
Input Switching:
Assets/Scripts/Input/SwitchInput.cs
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Crosshair:
Assets/Scripts/Game/CrossHair.cs -
HUD:
Assets/Scripts/UI/HUD.cs -
Main Menu:
Assets/Scripts/UI/MainMenu.cs -
Pause Menu:
Assets/Scripts/UI/PauseMenu.cs -
Options Menu:
Assets/Scripts/UI/OptionsMenu.cs -
Level Selection:
Assets/Scripts/UI/LevelSelectMenu.cs -
Game Over Menu:
Assets/Scripts/UI/GameOver.cs -
Game Win Menu:
Assets/Scripts/UI/GameWin.cs
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Audio Manager:
Assets/Scripts/Audio/SoundManager.cs
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Environmental Scripts:
Assets/Scripts/Environment/
-
Animation Controllers:
Assets/Scripts/Animation/
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Cinemachine Target:
Assets/Scripts/Camera/
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Weapon Data:
Assets/Scripts/Weapon/
// Class naming convention
public class PlayerController : MonoBehaviour
{
// Private fields with underscore prefix
private float _moveSpeed;
// Public properties with PascalCase
public float Health { get; private set; }
// Method naming convention
private void HandleMovement()
{
// Implementation
}
}-
Component Organization
- Keep components modular and single-responsibility
- Implement proper dependency injection
-
Performance Optimization
- Use Addressable for Scene loading
- Implement proper memory management
- Optimize physics calculations
-
Debugging
- Use Unity's Debug.Log for development
- Branch naming:
feature/,bugfix/,hotfix/
- Naming conventions
- File organization
- Import settings
- C# coding conventions
- Unity-specific best practices
- Documentation requirements
- Performance considerations