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RPG Game

1. Core (✅ Done)

  • Movement (✅ Done)
  • Combat System (✅ Done)
  • Controls (✅ Done)
    • Player Inputs
    • Enemy AI
  • Attributes (✅ Done)
  • Scene Management (✅ Done)
  • Save and Load (✅ Done)
  • Stats (✅ Done)
  • UI (✅ Done)
  • Core Utility (✅ Done)

2. Inventory

3. Dialogue

  • Node-based Dialogue Editor
  • Branched Dialogue

4. Quest

5. Shops

6. Abilities

  • Fire Arrow
  • Healing
  • Selected Area-based Damage

Movement

  • The player moves using mouse clicks on a terrain NavMesh.
  • There are specific areas the player can access.
  • If an event occurs in the game and the game is saved, the player can continue from that point upon loading.

Combat System

  • Multiple weapon types:
    • Unarmed
    • Sword
    • Bow and Arrow
    • Fireball Attack (exclusive to the player)

Enemy AI

  • Implemented using a Generic Finite State Machine (FSM)
  • AI Behaviors:
    • Idle
    • Patrol
    • Chase
    • Attack
    • Flee
    • Agro
  • The FSM structure allows for:
    • Extending AI to create boss enemies
    • Creating NPC behaviors

Game Features

  • Sound and Particle Effects
  • Asynchronous Scene Loading
  • Observer Pattern for event handling, implemented using:
    • C# Events
    • Unity Events

Technical Stack

  • URP (Universal Render Pipeline) Project
  • LOD (Level of Detail) Environment Optimization
  • Prefabs and Scriptable Objects used effectively

Images and Videos

Screenshot (1) Screenshot (2) Screenshot (3) Screenshot (4) Screenshot (5) Screenshot (6) Screenshot (7) Screenshot (8) Screenshot (9) Screenshot (10) Screenshot (11)

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RPG Game

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