A Unity game set in 1800s Portland featuring card-based combat mechanics and unique energy systems.
PDX Underground is a character-based action game set in the historical Portland underground. The game features unique combat mechanics centered around cards and a special energy system called "Buzz". Players will take on the role of various characters, starting with the "Gambler" who uses cards as both melee and ranged weapons.
The Gambler is a character who specializes in card-based combat:
- Uses "Buzz" energy to power abilities
- Has dual-wielding melee capabilities
- Can throw cards as ranged projectiles
- Features critical hit mechanics that restore Buzz on successful hits
- Abstract base class for all character abilities
- Manages cooldowns, energy costs, and damage calculations
- Handles critical hit chances and effects
- Manages animation and VFX triggering
- Close-range melee attack using dual-wielded cards
- Deals damage in a frontal arc
- Multiple hits in a combo sequence
- Higher damage than ranged attacks
- Visual feedback with slicing effects
- Ranged attack that throws cards at targets
- Can throw multiple cards with spreading patterns
- Cards stick to hit surfaces
- Critical hits restore Buzz energy
- Customizable projectile physics
The game includes a comprehensive UI system:
- Buzz meter showing available energy
- Card hand display for available cards
- Ability cooldown indicators with visual feedback
- Debug panel showing character stats and combat log
- Health displays for target dummies
- Open Unity and load the PDX_Underground_Unity project
- Go to the menu: PDX Underground > Test > Create Test Scene
- Unity will create a complete test environment with:
- Period-appropriate visuals (wooden floors, lanterns, barrels)
- Target dummies for testing combat
- Complete UI system
- The Gambler character with abilities configured
- Third-person camera with proper controls
You can also set up individual components:
- PDX Underground > Test > Setup Gambler Character - Only creates the player character
- PDX Underground > Test > Setup UI Elements - Only sets up the UI
- PDX Underground > Test > Create Target Dummies - Only creates targets for testing
PDX Underground features a historically accurate lighting system that recreates authentic 1800s Portland illumination:
The LanternFlicker component provides period-appropriate lighting effects:
- Realistic flickering behavior based on lamp type
- Historically accurate color temperatures
- Gas lamp synchronization across shared gas lines
- Variable intensity with occasional pressure drops for gas lamps
- Color temperature range: 1800K-2000K
- Strong synchronization between lamps on shared gas lines
- Occasional pressure drops affecting connected lamps
- Moderate flickering with characteristic "pulse" effect
- Color temperature range: 1900K-2300K
- Independent behavior without synchronization
- Slower, more gentle flickering pattern
- Less pronounced intensity variation
- Color temperature range: 1700K-1900K
- Most variable flickering pattern
- Affected by air movement
- No synchronization between candle lamps
A comprehensive verification system ensures historical accuracy:
- PDX Underground > Test > Verify Lantern Historical Accuracy - Tests all lamps in scene
- PDX Underground > Test > Final 1800s Gas Lamp Verification - Specialized gas lamp testing
- PDX Underground > Test > Verify Gas Lamp Propagation - Tests shared gas line behavior
The verification utility tests:
- Color temperature ranges for historical accuracy
- Proper synchronization behavior between gas lamps
- Authentic intensity propagation through shared gas lines
- Combined noise calculation for realistic flickering effects
- WASD - Character movement
- Mouse - Look around (hold right mouse button)
- 1 - Use Slice ability (melee attack)
- 2 - Use Flick ability (ranged attack)
- Space - Jump
- Mouse Scroll - Zoom camera in/out
- ESC - Exit game/test
The Buzz meter represents the Gambler's energy. Using abilities consumes Buzz, which can be regained through critical hits.
- Approach enemies or keep distance based on preferred attack style
- Use Slice for close combat or Flick for ranged attacks
- Watch for cooldowns on abilities
- Manage Buzz levels to ensure you have energy for important attacks
- Aim for critical hits to regain Buzz and deal extra damage
-
Card Deck System
- Create a full deck management system
- Allow collecting new cards through gameplay
- Implement different card types with varied effects
-
Enhanced Character Progression
- Add leveling system for the Gambler
- Implement skill trees to customize abilities
- Create upgrade paths for cards and abilities
-
Additional Abilities
- "Fan of Cards" area attack
- "Card Trick" ability for temporary buffs
- Ultimate ability "Royal Flush"
-
NPCs and Environment
- Add interactive NPCs with dialogue
- Create quest system
- Expand environment to include full Portland underground setting
-
Card Crafting System
- Allow combining cards for stronger effects
- Implement card enhancement mechanics
- Create rare card collection mechanics
- Projectile collisions may need refinement
- Card visual assets need to be created and implemented
- Animation system needs to be integrated with ability usage
- UI needs proper styling to match the historical theme
When contributing to the project, please follow these guidelines:
- Use the existing architecture for new abilities and characters
- Keep the period-appropriate theme in mind for visuals and mechanics
- Document new systems in code with proper comments
- Test thoroughly in the test scene before committing changes
[Include appropriate license information here]
one more thing... the concept of a regular, stage-based, rpg-type game while implementing the idea of strategy/logic/as well as, humanity based logic seems as if it might be an additional 'draw' for free-thinking individuals whom wish to seperate from the negativity of our current truths...