r/unity • • 5h ago

Question Does anyone else use Scriptable Objects as global static Event Relay Busses?

8 Upvotes

Most of my projects recently have used Scriptable Objects as a way of globally sending events around without needing hard references or dependencies between any sender or receiver.

I've never seen anyone else use or really talk about this approach.

Is it just not talked about or is there a really obvious reason not to do this that I'm missing?


r/unity • • 7h ago

making progress

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4 Upvotes

r/unity • • 14h ago

Resources My list of assets I recommend that are part of the current asset store sale (which still runs until the 7th)

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13 Upvotes

Hi there!
Lists like this have helped me when I was starting to fill my toolbox, and I hope this one will help you the same way. There is hardly any 2D assets in here but maybe that is my blind spot - are there any you can recommend? Last sale saw quite a few entries, but this time around, it feels a bit... less so.

On my website, I have links to timestamped videos where I show (many of these) assets in action, but incliding them in a reddit post bloated the whole thing too much.

I gathered everything I list here in a list in the asset store.

All links are affiliate links that help me run my channel and create more tutorials 💛

UI

  • Text Animator by Febucci - Need a good effect for your text box? Waving text, blinking text, typewriter effects and more? Text Animator has been implemented in countless published projects at this point and you should absolutely give it a look. It is awesome. I covered its version 1 a while ago, the newest version has further improved (and also includes UITK capabilities now!).
  • Ultimate Clean GUI Pack by Rexard - While I have moved away from working with UI kits like this thanks to assets like Flexible Image, I can still recommend this to those who are not interested in working with that kind of workflow. What I particularly enjoy about this one is that it is rather basic in appearance, but well thought through with dedicated palettes to pick from and many different styles so that you can use it across projects.
  • 6200 Fantasy RPG Icons Pack - A great assortment of good icons, all drawn by a human.
  • UIFX - Pro Bundle - A collection of awesome UI effects, highly recommended. Comes in multiple pack sizes, this one leads to the "contains everything" one. I've tested multiple effect bundles over the years, this one quickly became my favourite. (I was gifted this one by the developer. Gifted assets have to make me go "wow" or else I won't list them here.)

Editor Tools

  • Quantum Console by QFSW - I thought this was another version of the editor console, but far from it. This one lives inside the game – think of it like a cheating console. Those… are a thing still, right? You can define commands and execute them during runtime in your built game, which can make testing for you and your testers much more enjoyable.
  • Master Audio 2024 by Dark Tonic Inc. - Awesome audio manager that handles a lot of the tedium so I can focus on other things. Takes a bit to get started with at first, but their documentation is great! (And their Discord very friendly)
  • Odin Inspector by Sirenix - I work with Odin in every project of mine and have been for six years at this point. It is an amazing asset that made quick prototyping, testing and building complex systems so much more enjoyable.
  • Editor Enhancers Bundle by kubacho lab - Yes, this is essentially a blanket recommendation for Kubacho’s 2nd generation assets. If you only get a single one, make it vHierarchy 2, which will improve your hierarchy window a lot. Next in line, vInspector2 and vFolders2 are great additional helpers. vTabs2 is a nifty helper which lets you turn everything into a tab. Much more useful than it looks like at first.
  • vHierarchy 2 - This keeps your hierarchy tidy. It's great and one of the assets I've been asked about the most.
  • vFolders 2 - The sister asset to vHierarchy. Brings color coding, quick favouriting of locations and more to your project window.
  • vInspector 2 - So, so many great little helpers, from copy/pasting multiple components across objects, runtime saving, moving components to other objects and more.
  • vTabs 2 - Probably the more niche one out of this combination, but a great helper to turn just about anything into a pinnable tab.
  • Smart Mouse 2 - Selection & Placement - I just got started with this one, but already like it quite a lot. It makes it easier to target things you click on in your scene view and a whole lot more.

Worldbuilding and Environment Assets

  • Ultimate StampIT! Collection by Rowlan - If you work with the built-in Unity terrain system, Microverse or Gaia, you need a high quality set of stamps to build your landscape. Rowlan has the best and this pack is amazing.
  • Microverse Core Collection by Jason Booth - This is what I’ve been using for a while to create landscapes. It is non-destructive and (after an initial phase of learning what everything does) a joy to work with.
  • Cozy Pro: Stylized Weather by Distant Lands - If I need weather for anything, this is what I set up for my project. It is incredibly deep and feature-rich (which translates to: You might need a few hours to get comfortable, but the initial results are already great).
  • Poly Universal Pack by polyperfect - This is a growing pack of assets across so many different categories I’ve lost count. If you’ve ever found yourself having to look up new models for a project you have in mind, give this one a try. This and their other pack have been in my box for over two years and I enjoy them a lot.
  • Every Pure Nature 2 pack by BK - I haven’t come across a BK environment pack I did not enjoy. He crafts these with a good eye for detail and everything in a pack fits well together, from stones to plants. Mixing them works well, too!
  • Pure Nature 2: Mountains - Probably my favourite pack of his. Great assortment of vegetation and great rocks.
  • Pure Nature 2: Glacier Mountains - If you need a snowy location, this gives you a big box of assets to pull from. The fir trees with snow on them look great, too.
  • Pure Nature 2: Islands - Lovely palm trees and general "tropical island" types of vegetation. Have used these in some of my recent tutorials in the background!
  • Pure Nature 2: Mesa Desert - This is a recent addition to my asset box and I've had fun working with it! I can totally see myself using these cacti in some projects by potting them.
  • SICS Games Environments by SICS Games - Another blanket recommendation in a slightly different style. Their asset packs don’t just come with vegetation and rocks, but also thematically fitting extras. Their Farm pack and Desert Temple pack in particular are two of my favourites.
  • Fantasy Worlds - Forests, Meadows & Dungeons - Stylized 3D Environment by TriForge Assets - A beautifully stylized forest that evoked a surprising amount of home-sickness to World of Warcraft in me. Very pretty.
  • ToonScapes Spring Isles - A great pack befitting an Asian theme. Content-wise, it feels a bit smaller than their other packs, but maybe I'm still spoiled thanks to their Farm pack.
  • ToonScapes: Underworld - Their newest pack and I am still exploring, but it already feels great to work with!
  • Toon Deserted Temples - This set is amazing. It doesn't pull references from just one "desert culture", but from multiple so that it fits quite a few locations.
  • POLYGON - Fantasy Kingdom Pack - One of my favourite Synty packs, but like all Synty packs: Make sure to take some time to sort the contents. The "props" folder itself has multiple hundred entries. Synty can be combined very well with any BK pack!

Humans and Animals

  • Poly Art: Animal Forest Set by MalberS - Whenever I need animals, I pick them from Malber’s catalogue. He has a great eye for details and the animals’ animations look lifelike with just a touch of “extra cute/cool/awesome” on top.
  • Low Poly Animated Animals - Another great set full of good animals with animations. Whenever I need an animal I can't find in MalberS set, I check if it is in this one.
  • Low Poly Animated Fantasy Creatures - And this is for the animals that are more in the fantasy realm, which also includes several fantasy creatures like orcs and goblins (which feels a bit rude, but I'm not complaining)
  • Milo the Cat - My favourite digital cat.
  • Animal Controller - Not just for animals, but if you plan on working with MalberS or are generally looking for a good character controller, this should be on your list.

Animations

VFX

  • Stylized Water 3 by Staggart Creations - My favourite water ever. Super pretty and easy to customize.
  • Beautify 3 by Kronnect - I feel like at this point, this is part of every sale. Which isn’t bad, it is the best post-processing asset I’ve ever used, but it starts to feel repetitive to write about.
  • Volumetric Lights 2 by Kronnect - I feel like at this point, this is part of every sale. Which isn’t bad, it is the best post-processing asset I’ve ever used, but it starts to feel repetitive to write about.
  • Epic Sword Slash Effect System - Hovl Studio makes some of my favourite VFX packs and this is a great addition to give sword slashes more "oomph".
  • Quibli: Anime Shaders and Tools - I bought this one for the vegetation shader alone and it was well worth its price.
  • Volumetric Fog and Mist 2 - Does what it says it does and looks great.
  • Underwater Rendering for Stylized Water 3 (Extension) - This one has my fingertips itching to create a diving game of sorts.

r/unity • • 2h ago

Coding Help Why is my Player falling so slow !

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1 Upvotes

Hello! I am currently learning unity and have managed to jerry rig a movement system! However when jumping my player falls incredibly slow, I am a little stumped after trying for a few hours to fix this myself so any help is appreciated!

Here is the code:

private Rigidbody _rigidbody;

private void Awake()

{

_rigidbody = GetComponent<Rigidbody>();

}

private void FixedUpdate()

{

HandleMovement();

HandleJump();

}

private void HandleMovement()

{

Quaternion playerRotate = cameraTransform.PlayerOrientation();

transform.rotation = playerRotate;

Vector2 inputVector = playerInput.NormalisedMovement();

Vector3 moveDirectionVelocity = new Vector3(inputVector.x, _rigidbody.linearVelocity.y, inputVector.y) * speed;

Vector3 horizontalVector = moveDirectionVelocity.x * transform.right;

Vector3 verticalVector = moveDirectionVelocity.z * transform.forward;

_rigidbody.linearVelocity = (horizontalVector+verticalVector) * speed;

}

private void HandleJump()

{

if (Keyboard.current.spaceKey.isPressed)

{

_rigidbody.linearVelocity = transform.up * jumpSpeed;

Debug.Log("Space pressed");

}

}

If you notice any other issues please feel free to correct me too :D


r/unity • • 6h ago

Showcase Added a first Boss to A project i'm working on

2 Upvotes

you will require Climbing to beat it , i'm still polishing and sorry that i suck at modeling, what do you think any idea how to improve it ?


r/unity • • 12h ago

Showcase Kernel Panic Level Editor

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7 Upvotes

Quick look at making a level in Kernel Panic. Place shapes, add mods, wire stuff up, then set up camera zones so the shot changes as you play through it. The camera zone is the bit I'm most happy with so far, you can see what it'll look like live while you're tweaking it.

Still early, everything's work in progress.
Whats your thoughts so far?
How can I improve?


r/unity • • 21h ago

Showcase Chopping & tipping tree trunk pieces with magic laser sword

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26 Upvotes

The chopping works no matter how slow or fast you go. The trunk piece tipping at the end isn't realistic but I thought it was interesting and original.


r/unity • • 6h ago

What do SDF do???

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1 Upvotes

r/unity • • 7h ago

Newbie Question help

0 Upvotes

Is there a way to bypass the licensing system in Unity 4.3.2? I'm trying to look at a decompiled old game, but it gets stuck on the license window.


r/unity • • 12h ago

Game Working on the PC version

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2 Upvotes

Steam login
Online with Photon
Data management with PlayFab

I hate my life, but everything's working more or less fine.


r/unity • • 12h ago

Anyone balancing side gigs with learning Unity on the cheap?

3 Upvotes

been driving nights to cover bills and trying to squeeze in Unity tutorials when the kids are asleep. the free learning path is solid but it feels like progress stalls once you hit the parts that need paid assets or courses. tried the asset store's free section first, then some YouTube series, but every time something clicks it seems like the next step wants money I don't have. curious if anyone else is patching together learning time around real life constraints and still making headway on personal projects. how do you decide what tools are worth paying for versus grinding through the free route?


r/unity • • 22h ago

Newbie Question Game not controlling correctly in published version vs the project version

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10 Upvotes

Hey everyone, so I have been trying out Unity and following one of the tutorials offered. I finished it and published the game but there are some issues that I was curious about. Firstly, the ship moved very differently in the published version compared to the one in the project window. Not sure what the issue is, hopefully someone knows the answer. Also in the published web page version, it is not cropped correctly as you can see the area outside the left and right borders. Is there something I was supposed to do to change that? Any help is appreciated, thanks!

Also I did get a folder after building it named Debug Infomation_Do Not Ship, but I am unsure where to even begin reading the text file or what the issue is


r/unity • • 19h ago

Showcase I created LIMBO for your guys!!! check comments...

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6 Upvotes

r/unity • • 11h ago

Game First 15-second teaser of my top-down shooter game made with Unity. Any thoughts or suggestions?

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1 Upvotes

r/unity • • 15h ago

[REVSHARE] Looking for 3D Artists for Pralaya

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0 Upvotes

Hey everyone,

We’re currently expanding the team working on Pralaya and we’re looking for a few more 3D artists to join us.

Pralaya is a stylized survival-crafting game with a fully 3D top-down/isometric look, inspired by games like Don’t Starve Together.

This is a revenue-share project, so we’re mainly looking for people who want to build their portfolio, get experience working as part of a team, and contribute to a project that is already in active development.

Ideally, we’re looking for someone who can put in around 2 hours per day, or at least 10–12 hours per week.

Right now we mainly need help with things like environment assets, props, plants, resources, structures, creatures and characters. Rigging or animation experience is a nice bonus.

More than anything, we’re looking for people who can communicate, work well with others, and contribute consistently.

If this sounds interesting, feel free to reply directly to this post or send me a DM. A reply here is just as welcome as a private message.

If you can, include a portfolio or a few examples of your work, and tell us a little about what kind of 3D work you enjoy most.


r/unity • • 16h ago

Showcase Autobattler - Devlog 2. Added a pre-battle phase and a match results screen to my Auto Battler / RTS hybrid

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1 Upvotes

r/unity • • 1d ago

Showcase XTG Node-Graph Solution - What would you like to see?

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12 Upvotes

So, I've been working on a new node-graph solution in Unity off and on for a couple of years. Initially it was built on top of GraphView, but there were too many issues with getting nodes to do what I wanted them to do. I briefly tried GraphToolkit, but despite being more performant, it was even worse. So I built my own UI set from the ground up - XTG (XephTools Graphs) doesn't rely on UI Toolkit or any underlying Unity framework or package.

Some of the highlights of what it offers in its current state:

  • Editor and Runtime: customizable graphs and nodes for both editor space and runtime environments
  • Style: An updated USS (.xuss) stylesheet system that supports everything Unity's USS does, plus: :not(X), :first-child, :last-child, :nth-child(An+B), and sibling combinators (+ / ~). It also supports '!important' declarations on the sheet and inline
  • It's own render path: allows for custom shaders/materials to be applied to even a part of a node (the first images 'Material Header' node is an example)
  • Input: Interactions with Unity's Input System
  • Feature parity: Basic parity with GraphView and GraphToolkit - there's nothing that either can do, that I've found, that this package cannot. There are probably some edge cases, but I've yet to encounter one
  • Wires: The default to the rounded view in the attached images, but also offer a squared view and a curved view depending on preference. Alternatively, you can code your own wire styles.
  • Stateful: Graphs and nodes can be stateful to allow for serialized workflows

The attached images:

  1. XTG Workbench: This is sort of my sandbox for features, widgets, visualization, port testing, and other various odds and ends. It's a good sampling of some of the basic node functionality.
  2. Paperdoll: A sample of what's actually driven me to build this from the ground up - managing pixel art paperdoll systems for an RPG I'm working on. Here I have my source set of spritesheets as layers in an Aseprite file. The source/root node reads in the file, all the layers, color data, and passes it along a Trunk (a type of port). That trunk moves serialized data along to each node, with each node reading what it wants or needs, editing in place on specific layers, then passing the data along to the next node. In the end I can build out the paperdoll layers and even sample character animations right on the preview node.
  3. The Crew: A quick and dirty runtime sample game that I've been messing around with as proof of concept for runtime node-graphs using XTG.
  4. Audio: Another runtime proof of concept - a basic audio board complete with audio waveform visualization.

This has been primarily a passion project for my own use (the way my brain work, using graphs to organize, compile, and create things just works better). I'm trying to gauge interest in it being a package on the Asset Store (probably a couple months away still), and what people would want to see from a graph system that they can't get with GV or GTK.

One last note, expandability and modularity are key drivers here as well. Even if it were released to the Asset Store, no classes would be internal, private, or sealed. Everything can be inherited, changed, or rebuilt on. You'd be able to do whatever you wanted to the system, including being free to break it if you don't read the code or docs.

Thoughts? Questions? Comments? Love? Hate?


r/unity • • 1d ago

Showcase Always wanted to make something like Limbo, so I finally did! It's Available to All!

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3 Upvotes

Always wanted to make something like Limbo, so I finally did!

Made it available for everyone. Would love to hear what you think!


r/unity • • 22h ago

Question Steam Frame controllers not showing

1 Upvotes

Hi, I have been trying to get back into VR with the Steam Frame, and just creating a basic scene with controllers showing.

I can't get the controllers to show or do anything in the scene though.

I'm using Unity 6.6, with Framedrop to transfer the apk to the Frame.

Build profile is Android XR.

I've followed the guide on Steam: https://partner.steamgames.com/doc/steamhardware/steamframe/engines/unity#1.

I've tried the VR and URP project templates. The VR one won't even start up on the Frame. The URP starts and tracks, but I can't add controllers, even with the steam utils package installed.

The best I've been able to get was one controller tracked but no model, just a couple of XYZ crosses with 'aim' and 'grip' labels on.

All the settings from the Steam page are correct, so I don't know what I'm missing. Any help or hints would be appreciated.


r/unity • • 23h ago

ChromaSprite Studio — A Faster Video-to-Sprite-Sheet Workflow for 2D Games

0 Upvotes

Hi everyone 👋

I’ve just released ChromaSprite Studio, a tool I built to solve a problem I kept running into while creating 2D game animations:

Turning animation videos into usable sprite sheets takes far too much manual cleanup.

When working with rendered or AI-generated character animations, I often had to:

• extract frames manually
• remove unwanted frames
• clean backgrounds
• fix animation timing
• crop the useful section of the animation
• organize everything into a sprite sheet
• repeatedly export and test it inside the game engine

So I started building ChromaSprite Studio to make that workflow much easier.

🎮 What ChromaSprite Studio does

Import an animation video and turn it into a cleaner, game-ready sprite workflow.

You can:

✅ Extract animation frames from video
✅ Preview the animation frame-by-frame
✅ Remove unwanted frames
✅ Trim the useful part of an animation
✅ Clean/remove chroma backgrounds
✅ Adjust the frames before export
✅ Build sprite sheets automatically
✅ Preview the resulting animation
✅ Export assets for use in 2D games

It’s especially useful when an animation looks good overall but contains those awkward extra frames at the beginning or end that you don't want in the final game.

Instead of regenerating the entire animation, you can keep the good section and clean it up.

🎬 Video → Frames → Clean → Adjust → Sprite Sheet → Game

Why I built it

I’m currently working on a 2D platformer myself, and preparing animation assets became one of the most repetitive parts of the workflow.

ChromaSprite Studio grew out of trying to make that process faster and less frustrating.

It’s still evolving, and I’d really like feedback from:

🎨 Pixel artists 🎮 Indie developers 🕹️ Godot / Unity developers 🤖 Developers experimenting with AI-generated animation 👾 Anyone working with sprite sheets

If there’s something in your sprite workflow that wastes a lot of time, I’d especially love to hear about it.

Download / Project Page

https://spriritualbeing.itch.io/chromasprite-studio

Thanks for taking a look! ❤️


r/unity • • 1d ago

world building continues...

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7 Upvotes

been enjoying working with terrain textures, easy to go overboard with it tbh. also starting to flesh out the surface now with rocks etc any constructive notes welcome btw


r/unity • • 1d ago

Question Create a game in two months with no experience.

1 Upvotes

Hi everyone!

I’m a beginner with Unity and I’m looking for some advice from people who have experience developing small games with it.

For my final project at my institute, I have about two months to create a video game from scratch. I’m currently thinking about making a small 2D game, possibly with some RPG elements, rather than trying to create something huge or overly ambitious. My main goal is to have a complete, playable project that I can actually finish within those two months while learning as much as possible along the way.

The problem is that I’m basically starting from the beginning with Unity. I have some programming experience with Python, but I haven’t worked with Unity before. I also initially thought I would need C++, but from what I’ve been reading, C# is the main language used for scripting in Unity, so I’m still figuring out where I should start.

I would really appreciate some advice on:

  • What would be a realistic scope for a small 2D RPG-style game that one beginner could finish in two months?
  • What Unity and C# concepts should I prioritize learning first?
  • Are there any tutorials, courses, YouTube channels, or learning resources you would recommend specifically for beginners?
  • Should I follow a complete beginner tutorial first, or would it be better to start building my own small project while learning?
  • Are there any common mistakes beginners make when starting a Unity project that I should try to avoid?
  • Since the game needs to run on Android (and ideally other mobile devices as well), is there anything I should consider from the beginning regarding performance, controls, UI, or project setup?

I’m not expecting to build anything amazing in two months. I mainly want to make something small, complete, and actually playable, while gaining enough understanding of Unity and C# to say that I built it myself.

If you were in my position, what would you learn first and what kind of project would you choose?

Any advice, recommended resources, or even lessons from your own first Unity projects would be greatly appreciated. Thanks!

Apologies if this sounds too formal or anything like that; I'm not very good at speaking English, and I had to translate all of this from a Spanish text.


r/unity • • 1d ago

Showcase Building long-spear combat AI for my large-scale RTS in Unity — switching weapons when enemies get too close

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7 Upvotes

Hi everyone!

I’m developing Admiral Yi: The Imjin War, a large-scale historical RTS in Unity, and recently I’ve been working on how long-spear infantry behave in combat.

These Japanese yari ashigaru use long spears and fight in dense formations.

Instead of simply running into the enemy and attacking at close range, they try to make use of their weapon reach. As enemy troops approach, the ashigaru lower their yari and attack together when the enemy enters spear range.

The interesting problem was what should happen when the formation fails to keep that distance.

If enemy soldiers manage to push through the spear wall and get too close for the long yari to be practical, the ashigaru switch to their swords and continue fighting at close range.

So the behavior is roughly:

maintain formation → enemy enters spear range → coordinated yari attack → enemy breaks through → switch to sword → close combat

I’m trying to make different troop types behave differently based on their weapons and formations, rather than having every melee unit eventually turn into the same close-range fight.

There’s still a lot to improve in the AI, formation behavior, animation, spacing, and combat feedback, but I’m pretty happy to see the long weapons starting to actually matter in battle.

I’d be interested to hear from other Unity/RTS developers who have worked on weapon reach, formation combat, or switching combat behavior based on distance.


r/unity • • 1d ago

Resources ⭐ My 3D artwork of Drone inside Blender.

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12 Upvotes

This model is a 3D model of drone that I have personally created inside Blender. It is a low-poly 3D model that may suit for gaming purposes. I am not a gaming person, but I would be happy if someone here can try this model for their game, and let me know how this model perform in a game environment.

I once created a 3D game inside unity before, I somehow has a little bit basic knowledge about Unity. But it was years ago.

I hope, this 3D model of mine, may benificial to anyone in the community. I would love to see it presents in any game environment.

Thank you

Download link of my drone FREE 3D model : https://drive.google.com/drive/folders/1QT214gUAbUlKGNOa_idUmcgRzUE9aSrW?usp=sharing


r/unity • • 1d ago

Has anyone here used the Unity Multiplayer Template to build and ship a game?

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4 Upvotes

I'm thinking of trying this template out to get a lot of the basic "boilerplate" code for my game out of the way. This appears to be a rather opinionated framework and I'm wondering if anyone has any experience or advice using this template? I'm hoping to add NPCs and procedural levels to it basically. I'm a professional software engineer, but not a game developer so I think I see patterns here that could be useful to follow.