Prototype
A downloadable game for Windows
# 2D Dungeon Exploration Prototype (Unity 6)
A top‑down 2D dungeon exploration prototype built in **Unity 6**.
This project demonstrates clean architecture, modular systems, dynamic 2D lighting, enemy AI, and polished player controls.
It serves as a vertical slice showcasing animation, audio, and gameplay systems working together.
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## 🎮 How to Run the Game
### Requirements
- Windows PC (64‑bit)
- No Unity installation required
### Steps
1. Open the provided **build** folder.
2. Run the executable:
- `D-Crawler.exe` (or the name provided in the build)
3. Play the game.
4. Alt-F4 to exit
### Controls
- **WASD / Arrow Keys** — Move the player
- **SPACE** - Dash the player
- Player spotlight rotates based on movement direction
- Slimes patrol, detect, chase, and forget the player
- Torches animate and emit light
No installation or setup is required — just run the executable.
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## 📌 Project Overview
This project focuses on creating a small but polished dungeon environment with:
- Player movement and directional animation
- Dynamic 2D lighting using Unity 6’s updated URP
- Enemy AI with patrol and chase states
- Atmospheric props such as animated torches
- Clean, maintainable C# architecture with XML documentation
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## ✨ Key Features
### 🧍 Player Controller & Animation
- Rigidbody2D‑based movement using Unity 6 physics
- Smooth directional idle/move animations
- Spotlight rotation tied to facing direction
### 👾 Enemy AI (Slime)
- Circular patrol using detection radius
- Explicit state machine (Patrol → Chase → Forget → Patrol)
### 🔥 Lighting & Atmosphere
- URP 6 2D lights
- Animated torch poles with flame flicker
- Optional light flicker behavior
### 🔊 Audio System
- Looping footsteps with clean start/stop logic
- Looping Ambience when game loop starts
### 🧱 Clean Architecture
- XML `<summary>` documentation
- Modular scripts
- No Update clutter
- Explicit state transitions
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## 🛠 Tools & Libraries Used
- **Unity 6**
- **Universal Render Pipeline (URP 6)**
- **2D Renderer + 2D Lights**
- **C#**
- **Aseprite / Photoshop** (for sprites)
- **Audacity** (for audio cleanup)
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## ⚠ Known Limitations
- Enemy AI does not use pathfinding (no A\* or obstacle avoidance)
- Torch animation uses only 3 frames
- Footsteps are not surface‑based yet
- No combat system
- No save/load system
- Lighting is static (no dynamic shadows or occlusion)
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## 📄 License
This project is for educational and portfolio purposes.
Comments
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Nice!