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View All on GitHubAI Summary: Implement a 2D procedural dungeon generator in Unity using the Tilemap system. The generator should create random dungeon layouts with rooms and corridors, separating walkable tiles and obstacles into distinct Tilemaps. It should handle tile placement, including corners and edges, using RuleTiles or manual placement, and ensure proper collision detection. The generator should be configurable for dungeon size and room count, and integrate with existing `GameObjectLocator` for access by other scripts.
A turn-based dungeon strategy game built in Unity using a 2D grid system.
AI Summary: Refactor the enemy AI in a Unity game from a conditional check-based system to a finite state machine (FSM) architecture. This involves creating an EnemyState base class, concrete state subclasses (Patrol, Chase, Attack, Retreat), an EnemyStateMachine component, and migrating existing AI logic into the new state classes. Testing is crucial to ensure functionality remains consistent.
A turn-based dungeon strategy game built in Unity using a 2D grid system.
AI Summary: Refactor and clean up the Unity C# codebase of a 2D turn-based dungeon strategy game to improve readability, maintainability, and understandability. This involves improving naming conventions, adding comments and documentation, removing redundant code, and simplifying complex functions. The focus is on code clarity and structure, not adding new features.
A turn-based dungeon strategy game built in Unity using a 2D grid system.