
Unity dev dreams up combo rhythms in head, slaps on fisheye shaders and Vroid hair—turns RPG prototype into desperate job portfolio flex
Kenji, a Unity developer and technical designer, has shared a comprehensive development log of his RPG battle system prototype. The project, built in Unity, integrates character animation, effect systems, combo mechanics, and shader implementation to create a cohesive battle scene. Kenji began by imagining the rhythm of a three-hit combo, using Unity's Animator to assemble different states and set up a combo buffer and animation tags. He also developed a dash attack, adding a fisheye-style camera shader, sword trail shader, and hitstop to convey a sense of "dashing through" the enemy. The project showcases Kenji's approach to creating a reusable combo and skill system, allowing for dynamic addition of new skills without rewriting code. The developer, who is open to new opportunities, has shared his work on GitHub and Twitter, providing a valuable resource for game developers and designers looking to improve their understanding of game feel and battle systems.