RPG MAKER UNITE
Unity · 插件
Build 2D Games Where Players Program Their Characters Loop Adventure is a complete Unity framework for creating instruction-based puzzle adventures, tactical games, and programming-driven gameplay inspired by programming-puzzle games such as Human Resource Machine and Zachtronics. Instead of directly controlling a character, players compose sequences of instructions that define behavior, creating deterministic, turn-based gameplay where logic becomes the core mechanic. Build your own programming-driven game without having to create the instruction, execution, scheduling, and puzzle infrastructure from scratch. 🧩 How It Works 1. Design Create your level, place obstacles and interactive elements, and define its objectives and challenges. 2. Program Players build their solution by composing instructions on the visual instruction sheet. 3. Execute The engine executes every instruction deterministically, turn by turn, while players watch their program come to life. 4. Solve Observe the result, identify what went wrong, modify the instruction sequence, and run it again until the puzzle is solved. Check out the demo: 🚀 Perfect for Building Programming puzzle games Turn-based strategy systems Logic-based adventure mechanics Educational coding-inspired gameplay Drop it into Unity and start building levels immediately, or extend its modular systems to create your own gameplay mechanics. 🚀 Key Features 🎮 Instruction-Based Gameplay System Players build actions using a visual instruction sheet with ready-to-use instructions such as Move, Attack, Block, Combo, and more. Fully modular instruction architecture Directional modifiers (Up / Down / Left / Right) Shared system across player, enemies, and world 🧩 Create Your Own Instructions Extend the Instruction system to create custom gameplay actions for your game. Custom player instructions Custom enemy behaviors Custom modifiers Custom interactions No need to modify the core execution engine ⚙️ Turn-Based Execution Engine A deterministic execution system that keeps gameplay synchronized while providing real-time feedback. Step-by-step execution loop Play / Observe / Stop modes Configurable turn speed Parallel execution support for AI and environment Fully resettable simulation system 👹 Enemy AI System Enemies use the same instruction-based architecture as the player. 5 built-in behaviors: Move, Attack, Block, Shoot, Wait Projectile-based combat system Parallel AI execution per turn Extendable instruction system 📦 Interactive World System Puzzle-driven environment objects fully integrated with the instruction and event systems. Pushable crates and movable objects Doors with key and trigger logic Chests and pickups Carry, drop, and throw mechanics Event-driven interactions ⚠️ Tile Trap System Grid-based hazards integrated directly into the turn system. Pressure plates with activation events Spikes with configurable cycles Automatic registration into the execution system Designed for layered puzzle logic 🎒 Inventory & Equipment System A complete item and equipment system ready to integrate into your gameplay. Stackable inventory slots 5 equipment slots Stat modifiers (Attack, Defense, Speed) Active effects system Fully integrated with save/load 🗺️ World Map & Tutorial Campaign A ready-to-play structure for building and expanding your game. Hub world with level selection 5 tutorial levels included ScriptableObject-based level system Easy expansion pipeline for new levels 🏆 Level Goals & Challenges Add additional constraints and challenges to your levels. Instruction count limits Loop count restrictions ScriptableObject-driven goals Fully extensible win conditions 💾 Save / Load System Automatic persistence with no additional setup required. JSON-based save system Automatic save on completion and exit Stores progress, inventory, and settings Cross-session persistence 🔊 Audio System Integrated audio and settings management. AudioMixer integration Persistent volume settings Scene-crossing music transitions Built-in UI sliders 🛠 Developer-Ready Architecture Built as a modular C# framework designed for extension and long-term development. Fully documented codebase Interface-driven design (IInteractable, ITaskReceiver, etc.) Modular LoopAdventure namespace No TODOs or placeholder code Designed for easy extension without modifying core systems 🧱 Core Design Philosophy Everything is built around a single concept: Instruction = atomic gameplay unit The same instruction-based architecture can drive: Player actions Enemy AI Environmental interactions Scripted gameplay events This keeps gameplay systems consistent and makes it easier to prototype and extend new mechanics. 📦 Use Cases Use Loop Adventure to build: Programming puzzle games Turn-based tactical systems Automation and logic-based games Educational coding games Gameplay prototypes and experimental mechanics 🧠 What You Can Do Ship a complete game by replacing the included art and levels Extend systems without modifying the core execution engine Create custom mechanics through the framework's extension points Integrate Loop Adventure into existing Unity projects 🎯 Why Loop Adventure? Unlike visual scripting tools, Loop Adventure is a gameplay-first framework, not a general-purpose development tool. It is designed specifically for: Shippable programming puzzle games Deterministic simulation systems Instruction-driven gameplay design Rapid prototyping of programming-based mechanics [All Third-Party assets are under the CC0 license see "Third-Party Notices.txt" on package content] Everything you need to build a fully playable game — or use Loop Adventure as a foundation for your own programming-driven gameplay systems. All core systems are modular, documented, and designed to be extended without modifying the core execution engine. 🧩 19 Built-in Player Instructions A complete library of ready-to-use actions that players can drag, configure, and execute immediately. Movement: Move, Jump, Evade, Push Combat: Attack, Heavy Attack, Block Items: Carry, Drop, Throw, Use, Interact Flow Control: Combo, Ping Pong, Rotate, Invert, Wait The instruction system is extensible through the base Instruction class, allowing you to create entirely new gameplay actions without modifying the core execution engine. Directional modifiers (Up / Down / Left / Right) Modular instruction architecture Extensible Instruction base class 📋 Drag-and-Drop Instruction Sheet The player's programming interface for composing and executing instruction sequences. Drag, drop, and reorder instructions visually Undo / Redo system with 20-step history Keyboard shortcuts: Ctrl+Z / Ctrl+Y Real-time execution pointer Speed toggle (1× / 2×) Context-aware Play, Stop, and Clear controls ⚙️ Turn-Based Execution Engine A deterministic execution system that keeps the player, enemies, and environment synchronized. Play / Observe / Stop execution modes Configurable turn interval Parallel task scheduling for simultaneous actions Non-destructive execution through ExecutionContext Full scene reset on failure or restart Automatic per-turn validation 👹 Enemy AI System Enemies use the same instruction-based architecture as the player. 5 built-in behaviors: Move, Attack, Block, Shoot, Wait EnemyInstruction base class Projectile-based combat with grid traversal Health bars and action indicators Parallel execution with player turns One-class-to-one-prefab workflow 📦 Interactive World Objects Ready-made environmental prefabs for puzzle design and interaction. Pickup: automatic collection on contact Chest: interactable reward container Carry Object: pick up, move, and throw objects Pushable Block: physics-based puzzle element Door: key or trigger-based gating All objects integrate with the instruction and event systems. ⚠️ Tile Trap System Grid-based hazards synchronized with the turn-based execution system. Pressure Plates: OnActivated / OnDeactivated events Spikes: configurable safe/lethal cycles per turn Automatic registration with the execution scheduler UnityEvents integration Designed for layered puzzle logic 🎒 Inventory & Equipment System Complete item and equipment system integrated with gameplay and persistence. Fixed-slot inventory with stacking 5 equipment slots: Weapon, Armor, Helmet, Shield, Boots Stat modifiers: Attack, Defense, Speed Active effects with visual feedback Full serialization through the save/load system 🗺️ World Map & Tutorial Campaign A complete playable structure included out of the box. Hub world with level selection 5 tutorial levels covering movement, combat, items, and logic Level progression and unlock system ScriptableObject-based LevelInfo architecture Simple pipeline for adding new levels 🏆 Level Goals & Challenges Configurable constraints that add challenge and replayability to your levels. Instruction count limits Loop count restrictions Per-level challenge configuration ScriptableObject-based goal system Extensible LevelGoal base class Custom win/fail conditions without modifying the core execution system 💾 Save / Load System Automatic persistence with minimal setup. JSON-based save files Automatic save on level completion and exit Stores progress, inventory, settings, and unlocked content Cross-session persistence Platform persistent data path integration Automatic audio parameter persistence 🔊 Audio System Integrated audio and settings management. AudioMixer integration Persistent volume settings Music crossfading between scenes SoundManager singleton architecture Drop-in UI slider support Automatic mixer parameter registration and persistence 🛠 Developer-Ready Architecture A modular C# framework designed for extension and integration. XML documentation for public APIs Consistent LoopAdventure namespace Interface-driven architecture: IInteractable ICarryObject IPushable ITaskReceiver Custom inspector attributes: [ReadOnly] [ShowIf] [TypeName] No TODO or FIXME markers Core systems designed to be extended without modifying the execution engine