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<h1> <img src="./src/icon.png" width="54" height="54" align="left" /> RPGCore </h1>RPGCore is a toolkit for producing games and mechanics in C#.
<p align="center"> <img src="./img/screenshots/Main.png" alt="RPGCore Main Demo"/> <sup><i>The Unity demo project.</i></sup> </p>📦 Libraries
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<sup>Value wrappers and collections with events.</sup>
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<sup>Authoring pre-packaged content and build pipelines.</sup>
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<sup>File system abstraction with file change events.</sup>
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<sup>Modular Entity-Component-System for games.</sup>
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<sup>Inventories that contain, store, and move items.</sup>
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<sup>Modular implementation of RPG items.</sup>
🔍 Overview
At it's core, this project features a behaviour system that's used to create modular items and buffs. The behaviour system is setup using a visual scripting tool, shown below.
<p align="center"> <img src="./img/screenshots/FireCapeGraph.png" alt="Fire Cape Graph"/> <sup><i>The graph editor for the 'Fire Cape' item.</i></sup> </p>RPGCore is built around a modular behaviour system. One of the core uses for this system is modular items.
Below is an item called the 'Fire Cape'. It applies the Immolate buff to it's owner, which deals damage to nearby enemies.
This graph in the game is interpreted by the tooltip system, which renders the 'Fire Cape' tooltip as shown below.
<p align="center"> <img src="./img/screenshots/FireCapeTooltip.png" alt="Fire Cape Tooltip"/> <sup><i>The tooltip for the 'Fire Cape' item.</i></sup> </p>License
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.