- 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)
- Node-based Dialogue Editor
- Branched Dialogue
- Fire Arrow
- Healing
- Selected Area-based Damage
- 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.
- Multiple weapon types:
- Unarmed
- Sword
- Bow and Arrow
- Fireball Attack (exclusive to the player)
- 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
- Sound and Particle Effects
- Asynchronous Scene Loading
- Observer Pattern for event handling, implemented using:
- C# Events
- Unity Events
- URP (Universal Render Pipeline) Project
- LOD (Level of Detail) Environment Optimization
- Prefabs and Scriptable Objects used effectively










