Top down, Adventure
Role: Solo developer
This is a Top Down 3D game prototype built in Unity. The purpose of this project was test how far can I go working on this type of games.
My main focus is in the game mechanics, but I did work in some other aspects of it such as: Level & character designs, game UI, animations and visual effects
Engine:
Language: C#
Development time: Development started on April 2025, near 1 Year of development.
Platforms: Windows
The challenge:
Create a prototype with some of the core systems required to build an adventure game.
The solution:
I separated the prototype in 4 parts: Character motion, enemies & the combat system, the event sequence system and Quests & Inventory.
1. Character motion:
The player can walk around by either walking slowly or sprinting to go faster. Player sometimes can be stopped during certain events to maintain a certain amount of coherence in the game like when the pause menu opens or during an even sequence.
2. Enemies & the combat system:
I created 2 separate clases to design enemies following a data driven structure: one for the enemy behavior itself and another to hander the reactions to de different magic attack.
The enemy behavior can be set within the unity inspector, but the spell reaction class provides hook methods to create unique reactions for every enemy.
3. The event sequence system:
I built an event manager that is capable of reading and execute a sequence of events to form event driven dialogues.
These event sequences are built in a node tool I made to improve the production.
Event sequences can be build in two ways inside the node tool: by just clicking build or using a build command to locate the generated sequence in a proper folder automatically.
4. Quest & Inventory systems:
I created Quest & Inventory systems that can talk to each other: the inventory manager will notify the quest manager everytime a new item enters the inventory and the quest manager will read the inventory everytime a new quest is triggered to check it's objectives.