/vibe-code-unity-game

vibe coding a unity game that is similar to Warcraft 3 TFT

Primary LanguageC#

FrostRealm Chronicles ― Open-Source RTS in Unity 6.1 LTS

FrostRealm Chronicles is a fully open-source real-time-strategy game inspired by Warcraft III: The Frozen Throne and modernized with Unity 6.1 LTS, HDRP ray-traced visuals, and ECS/DOTS performance.
All development, art, audio, balance, multiplayer, and testing workflows are driven by AI and documented in this repository.

Quick Start for Developers

Note for Windows + WSL users – The *.sh scripts are fully supported under WSL. The helper scripts now auto-detect the WSL environment and will invoke the Windows-installed Unity Editor located in C:\Program Files\Unity\Hub\Editor\6000.1.12f1\Editor\Unity.exe. Simply run the same commands shown below from your Ubuntu prompt.

Setup & Build

# Initial setup (installs dependencies, configures Git LFS)
dev-setup.bat

# Quick build and run
dev-run.bat

# Build only
dev-build.bat

# Run tests
dev-test.bat

# Clean build files
dev-clean.bat

Requirements

  • Unity 6000.1.12f1 (Unity 6.1 LTS or newer 6.x build)
    • Make sure to add the "Linux Build Support (IL2CPP)" module in Unity Hub so the WSL build scripts work.
  • Unity Hub (latest version)
  • Git with Git LFS (for asset management)
  • Windows 10/11 (primary development platform)

Implementation Status

✅ Completed

  • Unity 6.1 project setup with HDRP
  • Hero data architecture (ScriptableObjects)
  • Character selection screen with UI Toolkit
  • Input system (keyboard, mouse, gamepad)
  • Hero selection manager with animations
  • Build automation scripts
  • Core game management systems
  • Resource management framework
  • RTS camera controller
  • Unit selection system
  • Audio management system
  • Scene management framework

🔄 In Progress

  • Hero asset integration (8 hero models available)
  • Audio system integration
  • Main gameplay scene development
  • Unit control system implementation

⏳ Planned

  • Main gameplay scene completion
  • Unit control system refinement
  • Multiplayer networking
  • Campaign system
  • Advanced AI systems

Table of Contents

  1. Vision & Scope
  2. Repository Layout
  3. Development Guides
  4. Asset & Audio Pipelines
  5. Multiplayer & Networking
  6. Balance, Campaign, & Testing
  7. Project Management & Contribution
  8. Getting Started (Build / Play)
  9. License

1. Vision & Scope

  • Gameplay – 4 asymmetrical factions, hero-centric combat, TFT-accurate formulas (+1 damage per primary stat, armor = (armor*0.06)/(1+armor*0.06), etc.).
  • Visual Target – Warcraft III Reforged-quality models (5–10 k tris heroes, 4 K textures), HDRP with real-time ray tracing.
  • Platforms – PC (Windows/Linux), scalable to Steam Deck.
  • Open & Free – Unity free tier, AI-generated assets using only free tools; everything in this repo is MIT-licensed.

Full design details: .claude_docs/GAME_PRD.md, .claude_docs/GDD.md, .claude_docs/TECH_SPECS.md.


2. Repository Layout

Assets/                – Unity assets (art, audio, prefabs, scenes, scripts)
  Art/                 – Concept art, textures, models (8 hero models available)
  Data/                – ScriptableObjects, hero data (8 heroes configured)
  Prefabs/             – Prefab variants for heroes, UI, etc.
  Scripts/             – Runtime, Editor, and test scripts (C#)
      Core/            – Core engine-like utilities (GameManager, InputManager, etc.)
      Data/            – Data‐oriented ECS code
      Heroes/          – Hero abilities and logic
      UI/              – UI Toolkit components
  Scenes/              – MainMenu, CharacterSelection, Gameplay scenes
Build/                 – Generated builds (ignored by Git)
Logs/                  – Editor & build logs (gitignored)
Packages/              – Unity package manifest cache
ProjectSettings/       – Unity project settings (versioned)
TestResults/           – XML result files from Unity Test Runner
Tools/                 – Helper scripts and CI configs (if any)

3. Development Guides

  1. Build automation – See dev-*.sh (Linux/WSL) and dev-*.bat (Windows) scripts for one-click build, run, test, and clean.
  2. Continuous Integration – Sample GitHub Actions workflow coming soon to automate builds and tests on every pull request.
  3. Coding standards – C# code follows Microsoft + Unity conventions; run dotnet format before committing.

4. Asset & Audio Pipelines

  • Art uses Blender & Substance Painter; exports land in Assets/Art/.
  • Audio is generated or recorded at 48 kHz WAV in Assets/Audio/.
  • Addressables handle asset streaming; see AddressableAssetsData/.

5. Multiplayer & Networking

Planned Netcode for Entities (Unity's DOTS networking) with Steam Relay fallback.

6. Balance, Campaign, & Testing

Balance spreadsheets and campaign scripts live in .claude_docs/ and are executed via in-Editor tools.

7. Project Management & Contribution

  • Issues → GitHub Issues, labelled bug, feature, tech-debt.
  • Branching model → main (stable) / dev (integration) / feature branches.
  • Pull requests require passing CI and at least one code-review approval.

8. Getting Started (Build / Play)

# Windows + WSL (Ubuntu)
./dev-setup.sh   # one-time setup, pulls LFS assets
./dev-run.sh     # build & run Linux player via WSL-g or X-server

# pure Windows
dev-setup.bat
dev-run.bat

9. License

MIT — see LICENSE for details. Commercial use permitted; attribution appreciated.