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Drakentype

A new Unity/C# 2D prototype currently focused on concept building, first player controls, and the core question of how movement and interaction should feel from the beginning.

Unity C# Input System Player Controller In Progress
Screenshot of Drakentype

What this project is about

This second project is a Unity/C# 2D prototype currently focused on concept building and first playable foundations. Right now the important questions are what kind of game it should become, where the player exists inside that world, and how movement and control should feel from the start.

What this project should achieve

  • Define the core idea before the project spreads into too many systems
  • Establish who the player is and what situation they are in
  • Build the first movement and control foundation in a playable way
  • Prepare a prototype that can grow into a clearer gameplay loop later

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What I wanted to clarify first

  • What the player actually does and how that should feel
  • How movement and rotation should be controlled from the beginning
  • Building concept and player control before deeper gameplay systems
  • Keeping the first implementation small enough to test and improve quickly

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What is already part of the prototype

  • Input System integration as the first control foundation
  • A PlayerMovement / controller setup for the first playable behavior
  • Movement with W and S
  • Rotation with A and D

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What I am building this with

  • Unity as the engine and test environment
  • C# for player behavior and gameplay logic
  • Input System for clearer action-based controls
  • A player controller script as the first gameplay foundation

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How the engine is used here

  • Use one test scene as the first space to try out player behavior
  • Iterate quickly on movement, rotation, and control feel
  • Keep the project modular enough to add systems later
  • Build a foundation before expanding into bigger content

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How I use scripts here

  • Handle player movement and rotation through code instead of editor-only setup
  • Translate input into predictable and readable gameplay behavior
  • Keep the first logic extendable for future systems
  • Use code as the base for control, feel, and later gameplay decisions

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Why input was one of the first systems

  • Separate player actions more clearly from raw key checks
  • Define movement input as an actual system instead of a quick hack
  • Make later expansion easier when more actions are added
  • Start with simple controls, but leave room for a stronger setup later

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Why the controller matters early

  • Handle movement and rotation in one first controller setup
  • Establish the first playable player behavior as soon as possible
  • Test feel before building more advanced systems on top
  • Use the controller as the base for future interaction and gameplay logic

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What I am already learning

  • Concept questions matter early, even before bigger gameplay systems exist
  • The feel of a controller can already shape the direction of the whole project
  • Simple movement systems still involve real design and implementation decisions
  • Starting small makes testing and iteration much easier

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What should come next

  • Define the concept and player context more clearly
  • Expand from movement into the first interaction or challenge
  • Build a first small gameplay loop around the controller foundation
  • Replace placeholders with real prototype progress over time

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