Personal Project – Systems Only, No Game Loop Engine: Unity (C#) | Platforms: Windows
A collection of decoupled RPG systems built in Unity to demonstrate modular gameplay architecture. No complete game loop — focused on reusable, plug-and-play systems.
| Input | Action |
|---|---|
W A S D |
Move |
Left Click |
Select Enemy |
Space |
Attack Selected Enemy |
K |
Interact with NPC |
- Quest givers, vendors, and dialogue interactions
- Built using Unity UI and C# events
- NPC interaction using
K
- Assignable stat points (Strength, Agility, Intelligence, etc.)
- Stats affect character attributes dynamically
- Acquire, track, and complete objectives
- Reward distribution: XP, items, and currency
- Buy and sell items using in-game currency
- Fully functional trading interface
- Item stacking and category filtering
- Equipment slots with drag-and-drop functionality
- Weapons, items, and equipment defined via Scriptable Objects
- Stats and behavior defined entirely in assets
- Rapid content creation — no code changes required
- Decoupled, modular design – systems communicate via events
- No hard dependencies between systems
- Plug-and-play – systems can be added or removed independently
| Technology | Use |
|---|---|
| Unity Engine | Runtime environment |
| C# | Core scripting |
| Scriptable Objects | Data-driven item/equipment definitions |
| Unity UI | All user interfaces |
| C# Events | System communication |