Jingi(神器)

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Automatically generated narration. Code examples are available in the article.

The game I wanted to try making

Jingi is a Unity MMORPG prototype. I wanted to combine the equipment and quest systems I enjoy in Diablo with abilities and targeting inspired by League of Legends.

It is also how I started learning game development more seriously. I built movement and PvE combat first, then added inventory, dialogue, abilities, and a network core.

What is in the prototype

The prototype includes character movement, basic bot AI, weapons and stats, item dragging and equipment, health bars, loading scenes, and pets that follow their owner. Pet attacks are not implemented in the version described here.

Quests and dialogue provide a basic structure for interacting with characters. I also tried AI-assisted bot conversations and multilingual text, as an experiment rather than a finished language-support feature.

For combat, I used the Strategy Pattern to organize targeting and the Observer Pattern to react to stat changes. The networking work developed into NeoSocket.

Development notes

These posts record each stage of the prototype:

The longer-term idea

I would like to develop PvP combat and a shared world that can handle a larger player population. Those remain goals for the project. The prototype and its tests are a way to learn what that would require.