Core RPG handbook · Development build / version notes

Documentation / Tile Tick Core RPG / Designer

Demo Scene

OSRS inspired RPG systems for Unity: skills, XP, combat, inventory, equipment, loot, NPCs, interactions, and tile aware action flow.

The demo scene is the fastest way to understand how Core RPG systems are wired together.

What to test#

  • Move around the grid and verify true tile tracking.
  • Attack an NPC and watch attack timing, damage, hit splats, XP, health, death, and loot drops.
  • Pick up and drop ground items.
  • Equip a weapon or armor piece and confirm equipment bonuses update.
  • Test only the skill content present in that demo version. Current streamed DemoIsland has no supported fishing occurrence adapter; use a configured FishingSpotActionHandler outside that streamed workflow. See gathering tutorials and cooking.
  • Use an item on another item, such as tinderbox on logs.
  • Talk to tutor NPCs through the dialogue/chatbox flow.
  • Open merchant shops and test buying/selling against inventory state.
  • Use the side panel tabs and tile markers to inspect RPG state while testing.

What to inspect#

Look at the player hierarchy first. The important components are usually split between parent and child objects so visual, movement, combat, and UI concerns stay separated.

Object typeKey components
PlayerRPGUnitBrain, movement components, UnitCombat, UnitHealth, UnitSkills, SimpleInventory, UnitEquipment, PlayerSkillActionController.
EnemyRPGUnitBrain, SimpleNpcAI, NpcCombatSetup, UnitContextActionProvider, LootDropOnDeath.
World objectWorldObjectInteractable, WorldObjectContextActionProvider, a supported configured action handler. Cooking uses inventory Use on CookingStation; a stove label alone does not execute it.