This is a third-person prototype game built in Unity where the player explores an arena, fights enemies, interacts with environmental elements, and reaches a defined goal to win. The player can lose by dying and win by finding and reaching the hidden goal capsule, all while surviving waves of golem enemies.
- Scene sourced from the Unity Asset Store.
- Scene color may change randomly each session.
- A third-person camera follows the player with zoom functionality via scroll wheel.
- Movement via WASD or click-to-move (on NavMesh).
- Includes sprint with Shift, and jump with Space.
- A visual effect is instantiated at the click location.
- Movement is restricted to walkable NavMesh areas.
- Idle: Standing still
- Walk: Basic movement
- Run: Sprinting (with Shift)
- Jump: Spacebar triggered
- Attack: Triggered on enemy click
- Cast: Active when casting spells
- Death: Plays when health hits 0, with visual effect
- Player has a UI health bar.
- Both player and enemies have health values.
- Boxes are one-shot destroyable.
- Destroying a box restores player health.
- Enemies patrol using Unity’s NavMesh.
- When the player enters their aggro radius, they chase and attack.
- If the player escapes, enemies return to patrol.
- On enemy death, another one spawns randomly near the goal.
- Enemies:
- Use animation-based attack triggers
- Have attack cooldowns
- Player:
- Can cast spells (1–9)
- Can right-click to use a flamethrower
- Each spell has a visual impact effect.
- Damage is dealt only via animation events or direct triggers.
- The goal capsule is hidden inside a destructible box.
- On game start, the box and capsule are randomly placed on valid NavMesh areas.
- Reaching the capsule triggers a win.
- Win or Lose displays a UI screen.
- Restart button resets:
- Player position & health
- Enemy & box spawns
- Game state (like a new round)
- Boxes randomly spawn at start using NavMesh.SamplePosition
- Enemies now spawn around the goal, not the player
- Prevents unfair early attacks & creates a clear goal zone
Enemy Golems behave similarly to the player:
- Idle / Walk / Run
- Attack (animation-triggered)
- Death with animation & visual effect
- Clear “You Win” and “You Lose” messages.
- Player gets disabled after death.
- Game can be restarted cleanly from UI.
- V0 ... 😂
Hounkpatin_Florian_Tut2.mp4
Movement_and_Environment.mp4
1.-.Movement_and_Environment.mp4
Camera.mp4
2.-.Camera.mp4
Enemy.mp4
3.-.Enemy.mp4
Combat_and_Health.mp4
4-.Combat_and_Health.mp4
Animations.mp4
5.-.Player_Animation.mp4
Win_Restart.mp4
6.-.Win_Restart.mp4
Lose_Restart.mp4
7.-.Lose_Restart.mp4
Made with 💀 spells, 🔥 fireballs, and Unity
You'll probably need to install assets yourself or replace missing parts because i don't know where there was from it was given to me for a course and i don't know therefore the copyright related.