A Unity-based action RPG game demo inspired by the Diablo series, showcasing modern game development practices and advanced Unity features.
-
Dynamic Combat System
- Real-time combat with melee attacks
- Basic enemy AI with NavMesh pathfinding
- Damage system with hit reactions
- Health management for both player and enemies
-
Character Progression
- Experience and leveling system
- Character stats management
- Equipment system with weapons and armor
-
Inventory System
- Item pickup and management
- Equipment slots for weapons and armor
- Potion system with effects
- Loot drops from defeated enemies
-
Enemy AI
- NavMesh-based pathfinding with configurable detection and attack ranges
- Basic chase and combat behavior
- Damage system with cooldowns and resistance calculations
- Death system with loot drops and experience rewards
-
User Interface
- Inventory UI
- Character stats display
- Game over screen
- Hover effects for interactive elements
-
Core Systems I Built:
- Health system with damage and healing
- Inventory system for items and equipment
- Basic enemy AI using Unity's NavMesh
- UI system for inventory and player stats
-
Unity Features I Used:
- MonoBehaviour components for game objects
- NavMesh for enemy pathfinding
- Animator Controllers for character animations
- Unity UI system for game interface
- Scene management for game flow
- Prefabs for reusable objects
-
Programming Concepts Applied:
- Basic inheritance (Enemy inherits from BotBehavior)
- MonoBehaviour component system
- Simple event handling with Unity's built-in events
- Basic object-oriented programming
- Unity 2021+
- C# programming language
- Unity's built-in systems:
- NavMesh for pathfinding
- Animation System
- UI System
- Game Architecture Design
- Unity Development
- C# Programming
- AI (base) Programming
- UI/UX Design
- Animation Implementation
- Game Systems Design
- Problem-Solving
- Performance Optimization
- Clean Code Practices
