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🎮 Crimson Tactics – Tactical Grid-Based Strategy Game

Welcome to Crimson Tactics, a tactical 3D grid-based game developed in Unity. The project demonstrates a full-featured tactical gameplay system including grid generation, pathfinding, and basic enemy AI logic.


🧩 Key Features

  • 🔲 Dynamic 10x10 Grid System – Instantiates tile prefabs to build a grid-based world.
  • 🖱️ Mouse Interaction – Detects tile hover and selection using raycasting.
  • 🎨 Visual Feedback – Tiles highlight on hover, show movement paths, and update color based on state (default, obstacle, path).
  • 🧱 Obstacle System – Obstacle prefabs that block player and enemy movement.
  • 🧠 A Pathfinding Algorithm* – Allows the player to move to target tiles using the shortest walkable path.
  • 🤖 Basic Enemy AI – Enemies can navigate the grid, follow paths, and track the player.
  • 🎮 Player Control – Click-based movement using Unity’s physics and coroutines.

🛠️ Built With

  • Unity Engine (2022.3+)

  • C#

  • Unity Editor

  • This Unity project demonstrates a 3D tactical grid-based game developed with C#. It includes a tile-based movement system, pathfinding mechanics, and player interaction on a dynamically generated 10x10 grid.

🌟 Features

  • 🧱 10x10 Grid Generation
    Procedurally generates a 10x10 tile grid using Unity cubes. Each tile stores its own grid position and obstacle state.

  • 🎮 Player Movement
    The player character moves across the grid via mouse input and follows the shortest path using a custom pathfinding algorithm.

  • 🚧 Obstacle Placement
    Designated tiles can be set as obstacles that block movement. Obstacle tiles are visually marked in red.

  • 🧠 A Pathfinding Logic*
    Efficient pathfinding is implemented to navigate around obstacles, dynamically finding the shortest path from one tile to another.

  • 🖱️ Tile Interaction
    Hover detection via raycasting highlights tiles and shows their coordinates. Tiles change color based on their state (default green, red for obstacles).

📦 Project Structure

  • GridManager.cs: Handles generation and data storage for the tile grid.
  • Tile.cs: Represents individual tile behaviors (coordinates, obstacle status, color updates).
  • PlayerController.cs: Handles user input, tile selection, and movement across path.
  • Pathfinding.cs: Custom implementation of A* algorithm to determine efficient movement paths.

🧪 How to Run

  1. Clone the repository or download the ZIP.
  2. Open the project in Unity.
  3. Ensure tilePrefab is assigned in GridManager.
  4. Enter Play Mode and click tiles to move the player.
  5. Use the UI to observe tile positions or add obstacles.

💡 Notes

  • All tiles default to green unless marked as obstacles.

  • The project supports basic enemy AI and future enhancements like turn-based mechanics.

  • 📷 Screenshots

  • Interface

  • image

  • Showing the Tile Postion

  • image

  • Tile Postion

  • image

  • Pathfinding

  • image

Thank you for giving me this Oportunity. I build this 3D Grid pathfinding way for my Intern and I try my best one I hope that it desires to you 😊

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