The main features is Character Skin Customization. The character's body is composed of several sprites, which allows players to change the appearance of their characters through items.
A shader has been implemented to dynamically change the colors of each sprite, enabling to create even more item variations with fewer cost.
The prototype also includes a UI Inventory with Drag and Drop functionality, which allows players to manage their inventory easily.
The game includes a shop where players can buy and sell items.
Players can interact with other characters and display messages.
Included some personal libraries that I created.
- UI Builder: Used to draw a game design screen and facilitate asset access
- Object Pool: Simple to use code and optimizes the game
All Scriptable objects is located in this folder
Resume: The most important are Character and UI. The others are very simple.
Used to control input from Characaters NPCs. They have basic movement and interaction behaviors.
Just the quit button in an organized folder
Here, where most of the code is concentrated, is an architecture based on Unreal's Pawn. Both the player and the AI will own the body of a Character, and it will be responsible for managing the inputs of its controller, including Physics, Inventory Animation and Sprites.
Class to display the game's scriptable objects and a tool I created to facilitate the inclusion of components in prefabs.
Integration with the unity input system used in the player
Scriptable objects and fields, will be interpreted mainly by Character and UI.
Character controller that uses the input. They also have references of the UIs used by the player
Asset paths for Scriptable Objects and a generic class used in CharacterController
Interface that allows the player to manipulate data from controllers such as the store and inventory