Village Hero
A 3D action RPG for Android, built for a client on the Topdown Kit template. The hero leaves a village with two AI allies, fights wolves and monsters, and spends the loot on gear.
2
AI allies fighting beside the hero
4
orders to give them in battle
11
creatures in the bestiary
6
equipment slots, filled by drag and drop
- Product
- A client's game, built by us
- Platform
- Android phones, landscape
- Engine
- Unity, C#, on the Topdown Kit template
- Our part
- Interface, shops, inventory, allies, saves
- Status
- Finished, not released to the store
The brief.
Context
Village Hero is a 3D action RPG in a bright cartoon style. The player picks a Swordman or a Magician, shops in a village square, crosses a bridge and fights wolves and monsters in the fields beyond. Two allies, a Thief and an Archer, fight alongside. Every win pays out experience, gold and drops for the next trip to the shops.
Challenge
The game starts from the Topdown Kit template, which is made for a mouse and a desktop screen, with menus drawn through Unity's old immediate-mode GUI. The client wanted shops, a bestiary and allies that take orders, and all of it had to work with a thumb on a phone held sideways.
Approach
We kept the kit for movement, combat and quests, and built the layer the player touches. Menus were rebuilt in uGUI for touch: status, bag, equipment with drag and drop, two shops and a bestiary. Allies take orders from a command menu. The camera distance is a setting, and the chosen hero and settings are saved to encrypted files on the device.
From the village square to the fields.
A game starts in a village square. Villagers sell potions and weapons, and a minimap in the corner shows the way out. Past the bridge the fields belong to wolves, and stronger monsters wait further on. Tap the ground to walk, tap an enemy to attack.
- Three potions sit on the quick bar, so healing is one tap away in a fight.
Two allies, four orders.
A Thief and an Archer follow the hero and fight on their own. Each takes its own order from the command menu: attack anything in range, stay close as an escort, hold the ground where it stands, or wait. One ally can guard while the other charges.
Experience into stats.
Every kill gives experience. A level-up lights the hero up and hands out stat points to spend on attack, defence, speed and hit. The status window shows the totals they add up to, from critical rate and attack speed to attack range and move speed.
Buy it, then drag it on.
The weaponsmith sells swords and rods, from a 300-coin wood sword to a 3,000-coin broad sword. The potion seller restocks the quick bar. Bought items land in a grid bag, and dragging one onto the hero fills one of six slots: head, body, both hands, shoes and an accessory.
Know what you are fighting.
The bestiary has a card for each of eleven creatures, from a thief, an archer and a monk to wolves, a lycan, a zombie, a vampire and a mummy. A card shows health, attack, defence and speed, the experience and gold a kill gives, and drop chances. The Wolf Leader has 1,000 health and pays 1,000 to 3,000 gold.
A template underneath, our layer on top.
Topdown Kit gives the game its movement, combat, enemy behaviour and quests. Our code sits on top of it and inside it. The template's scripts carry our changes where allies and enemies needed new behaviour, and everything the player touches is new.
Template
Topdown Kit for movement, combat, enemy behaviour and quests, with Dreamdev character packs.
Touch interface
Status, bag, equipment, shops and bestiary rebuilt as uGUI windows for a phone.
Allies
A command menu that gives the Thief and the Archer one of four behaviours each.
Camera
Camera distance as a setting, and a touch joystick to turn the view.
Saves
The chosen hero and the settings in encrypted INI files; the kit's own save keeps the character.
What we built.
Our part
- Touch interface in uGUI
- Inventory and equipment with drag and drop
- Potion and weapon shops
- Bestiary with stats and drops
- Orders for AI allies
- Camera settings and encrypted saves
Stack
- Game
- Unity
- C#
- Base
- Topdown Kit RPG template
- Dreamdev character packs
- Interface
- uGUI
- Platform
- Android
Starting from a template?
We'll make it yours.
An asset kit gets a game moving fast. We build the parts that make it the game you want. Tell us about yours.



