Easy RPG

A production-grade RPG framework built on Event-Driven Architecture and SOLID principles.

Where strategic game design meets professional software engineering.

Engine

Unity 2022.3 LTS

Language

C# 11 (Modern)

Architecture

Service-Oriented

Events

Observer Pattern

Data Format

JSON + ScriptableObjects

UI Framework

LeanTween + Event Bus

Experience the Game

Full System

▶ 2025

Gameplay Demo

Complete turn-based combat with event-driven UI, inventory management, and progression tracking.

Architectural Excellence

Engineering principles that scale from indie to commercial

Service-Oriented

Decoupled Managers

Combat, Inventory, and Data systems operate as isolated services. Zero hard dependencies.

Event-Driven

Observer Pattern

UI reacts only when events fire. No expensive Update() polling. GC-optimized.

Data-Driven

Config Layer

Game behavior lives in JSON/ScriptableObjects, not code. Hot-reload ready.

SOLID Ready

Production Grade

Extensible without modification. Interface-based contracts. Unit-test friendly.

Gameplay Systems

6 interconnected systems powering the experience

Turn-Based Combat

Strategic damage calculations with critical hit mechanics and probability-based outcomes.

Combat TurnsOptimized

Dynamic Inventory

Real-time item management with equipment swapping and loot generation.

Inventory SlotsUnlimited

Upgrade System

Blacksmith integration with procedural gear upgrades and stat progression.

UpgradeInstant

World Exploration

Hub-based progression with unlockable and dynamic region scaling.

RegionsExpanding

Economic System

Dynamic shops depending on the region with Buy/sell mechanics.

NPCsInteractive

Progression Tracking

Comprehensive analytics dashboard with character stats and combat insights.

Stats Tracked20+

Development Timeline

From foundation to production-ready

Phase 1

Architecture Foundation

✅ Completed

  • Event Bus System
  • Service Locator
  • State Pattern UI
  • Data Persistence
Phase 2

Core Gameplay Loop

✅ Completed

  • Combat Engine
  • Inventory Management
  • Loot Generation
  • Progression System
Phase 3

Advanced Features

🛑 Stopped

  • Procedural Dungeons
  • Boss Encounters with minigames
  • Visual Polish

Credits & Contributors

Lead Architect

Yilmaz Batal

UI/Systems Design

Yilmaz Batal

Game Design

Yilmaz Batal

Audio Direction

Brandon Davis

Character Art

AI-Generated Assets

Ready to Explore?

Download the latest build and experience event-driven game architecture in action. Latest 0.1.3