About this project

Tulip is a work-in-progress action-adventure platformer built in Unity. The README describes it as a portfolio project whose goal is a compelling game world with satisfying combat and exploration. It began as a Terraria-inspired sandbox with procedural generation, mining, and building, but the developer later moved toward a hand-crafted world to support worldbuilding ideas. An older sandbox prototype build is available on itch.io. The README lists inspirations such as Hollow Knight, Ori and the Blind Forest, V Rising, Divinity: Original Sin 2, Core Keeper, Wall World, Laika: Aged Through Blood, SteamWorld Dig, and Fallout. Documented systems include melee combat with spear and axe, a grappling hook, spawn constraints, configurable item swing motion, invulnerability frames, status effects such as health regen and bleed, enemy AI for walking, flying, and attacking, and loot items for entities. Content includes a tilemap world with background walls and blocks, entities such as a Treant mimic, flying skull, trees, and a generic walking enemy, plus items for weapons, tools, materials, and tiles. Graphics work includes a portal shader described as unused, a parallax background shader with moving cloud, sprite outline and dissolve shader, and a configurable rain VFX Graph effect noted as unsupported on WebGL. UI is built with UI Toolkit: menus, a death overlay, data bindings using the MVP pattern, global converters, and custom styling for default controls via .unity- USS classes. Audio uses FMOD, with an included FMOD project source, footstep sounds, muffled indoor music, in-game volume options, and positional audio in 2D space. Miscellaneous items include async and Awaitable usage, Unity Input System, a custom WebGL template to address a data persistence bug on web builds, and ScriptableObject-based event channels for some UI events. Abandoned features are listed as world terraforming, custom rule tiles, a hotbar with slot locking, and an LDtk project. Planned work includes a hand-crafted world, rain system, more equipment and weapon types, more enemies and NPCs, and better enemy AI. Art direction is not final; placeholder assets are used, some art is self-made, and paid assets used in itch.io builds are not available in the public repository. Music and sound effects are also placeholder.