What problem does it solve?
Provides reusable, battle-tested architecture patterns for building mobile top-down games, reducing boilerplate and accelerating iteration across movement, navigation, and combat systems.
Core Features & Use Cases
- Movement Patterns: Virtual Joystick, Twin-Stick, and Tap-to-Move to support various device inputs.
- World & Camera: Room transitions, confiners, and a minimal top-down camera setup with optional fog of war and minimized render scope.
- Enemy AI & Waves: Wave spawns, patrol/chase/attack states, and simple alert propagation for scalable combat scenarios.
- Shooting & Pooling: Projectile firing with object pooling, spread shots, and impact effects.
- Performance & Scaling: Spatial partitioning, staggered AI updates, and pooling strategies to handle 50+ enemies efficiently.
Quick Start
Create a new top-down scene and wire a player with a virtual joystick, basic room transitions, and a simple enemy wave system as described.