Main (Working Title)
This is a 2D action-adventure game set in a world inspired by various games and animes, including Demon Slayer and Elden Ring, blending their themes and aesthetics into a unique experience. It is being developed in Unity with C#.
The project is still in active development, so what you see here isn't the final product. I take a "systems first" approach, focusing on building and refining the core mechanics before worrying about visuals. Most assets are rough placeholders for now, and will be replaced with polished content as development progresses.
Also, a test build to check out the current state of the present systems can be provided upon request.
Progress on the project :
- Movement system
- Combat and Enemy AI
- Weapon System
- Animation System
- Other game systems
One of my favorite parts of this project was building the movement system from scratch. I wanted the character to feel fast, fluid, and fun to control, so I packed it with features like wall hangs, wall jumps, ledge grabs, varied jump height, quick dashes, etc. Every action blends smoothly into the next, making movement feel as natural and satisfying as possible.
I built the combat system to be super modular, so adding new attacks is as easy as it gets, no endless code rewrites. It's ready to handle all sorts of attack types and combos (including the weapon switching tech), which means expanding the player's move set is quick and fun.
The enemy AI works the same way, flexible enough to handle anything from a basic enemy to a full-on multi-phase boss. I can set up new archetypes easily, and even bosses use the same system, with support for phases, transitions, and unique attack patterns.
The weapon and switching system is designed so adding new weapons is very easy. Switching mid-combat is buttery smooth, letting players chain attacks and combos with just the right button press.
I'm also working on an animation system with less reliance on the Unity's animation system and conventional use method. This makes it easier for me to play animations, transitions and even add events directly through code.
I will add more information about this at a later date.
There are various other game systems, such as a quest manager for tracking objectives and progress, a flexible UI system for clean and responsive interfaces, a quick-time event system for cinematic interactions, full controller support, etc, All of these are designed with scalability in mind, so they're easy to expand or adapt as the game grows.