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Unit Battle Arena

A real-time auto-battler built in Unity where players construct a deck of units, summon them onto the battlefield, and fight through waves of enemies. Each playable commander archetype brings a unique roster of units and playstyle, from a Necromancer commanding undead horrors to a Mercenary leading hardened soldiers-for-hire.


Technologies

  • Unity 6 — game engine, scene management, NavMesh pathfinding
  • Universal Render Pipeline (URP) — rendering and materials
  • C# — all game logic and systems
  • Unity NavMesh Surface — runtime AI pathfinding for unit movement
  • TextMeshPro — all in-game UI text
  • ScriptableObjects — data-driven unit definitions and stats

Current Features

Core Battle System

  • Units autonomously seek, chase, and attack enemies using a finite state machine (Idle → Seek → Attack → Dead)
  • NavMesh-based pathfinding — units navigate the arena and reroute when targets die
  • Physics-based combat with physical and magical attack/defense stats
  • Units re-target automatically after a kill

Resource System

  • Gold generates passively over time, capped at a configurable maximum
  • Honor is earned by placing and killing units
  • Both resources are tracked and broadcast via an EventBus so all UI updates instantly

Unit Summoning

  • Summon panel displays available units with name and gold cost
  • Buttons gray out automatically when the player cannot afford a unit
  • Ghost preview follows the mouse on placement — shows the unit transparently before confirming position
  • Placement is restricted to a defined friendly zone on the arena
  • Right click or Escape cancels placement

UI

  • Per-unit health bars rendered in world space above each unit
  • Live gold and honor counters update in real time
  • Win/Lose result screen displayed on battle end

Architecture

  • EventBus pattern — all systems communicate through typed events with zero direct coupling
  • ScriptableObject-driven unit data — new unit types require only a new asset, no new scripts
  • Unit prefab system — each UnitData asset carries its own prefab for ghost and real unit spawning

Planned Features

Commander System

  • Selectable commander archetypes, each with a unique unit roster and playstyle
    • Necromancer — summons undead monsters; units built around attrition and debuffs
    • Mercenary — commands hired soldiers; units built around burst damage and economy
    • Additional archetypes planned (e.g. Warlord, Archmage, Beast Tamer)
  • Commander avatar placed on the battlefield — losing it means losing the match
  • Enemy commander acts as a final boss unit with higher HP and special abilities

Deck Building

  • Pre-battle lobby where players select 5 units from their unlocked roster to form a deck
  • Cards cycle back after a cooldown, encouraging deck composition strategy

Unit Customization

  • Equippable items that modify unit stats or behavior
  • Element system — Fire, Ice, Nature — affecting damage interactions
  • Passive modifiers such as AoE attacks, slows, and single-target burst

Combo System

  • Synergy bonuses triggered when specific unit pairs are on the field simultaneously
  • Example: Knight + Archer within range — Knight charges and stuns an enemy while Archer gains increased attack speed
  • Designed to reward deliberate deck construction and positioning

Battle Structure

  • Randomized enemy wave compositions per stage
  • Stage select screen with escalating difficulty
  • Enemy units spawn and summon dynamically during battle

Progression

  • Post-battle currency rewards based on performance
  • Spend/Build stage between battles — invest in unlocking new units and upgrades
  • Persistent progression across runs

Project Status

Actively in development. Core battle loop, resource system, and unit summoning are complete. Commander system, deck building, and progression are next.

About

An autobattle type game where you summon customizable units to battle others. Developed in Unity.

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