

This RPG prototype system was designed to challenge myself to see if I could reproduce different mechanics from my favorite games. Inspired by games like Paper Mario, Super Mario Galaxy, Pokémon, The Steven Universe RPG: Steven Universe Save The Light, and the Five Nights at Freddy's RPG: FNaF World.
The first step to developing this game was to create a character movement script and camera controls. The camera changes angle automatically based on where the player is in the environment.
The character controller works with a state machine and utilizes many techniques like coyote timing and a jump buffer system.
The character controller also has ground detection to tell what type of terrain the player is standing on. I've used this to recreate the ice physics similar to that of the Super Mario Galaxy series.
After the character and camera, I created AI Navigation for both the enemy and ally systems.
Next was the Battle System. I was inspired by games like the Paper Mario series and Steven Universe Save the Light. The battles use an energy-based system where you can perform attacks based on how much energy you have, which recharges while idle. The game also utilizes Action Commands (button timing to perform successful and critical hits) to add depth and skill to the battles.
The attack system is easily expandable and customizable. Utilizing scriptable objects to assign attacks to specific characters. Enemies can also perform any attack in the game. When enemies attack, the action command system is replaced with button timing to perform a block.
For Dialogue, I used the Pixel Crusher's Dialogue System plugin for its ease of use and easy customization. I altered the plugin to suit the needs of my project, like altering the camera angle mid-conversation, changing dialogue based on who you're playing as, initiating battles during the conversation, and continuing the conversation after a battle.
