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CapsuleMonstersGX

A grid-based tactical RPG inspired by Yu-Gi-Oh! Capsule Monster Coliseum, reimagined through the lens of the GX era with modern tactical gameplay, readable combat systems, and AP-driven summoning mechanics.

The project focuses on recreating the identity of Capsule Monsters:

  • tactical positioning
  • AP (Action Points) economy growth
  • capsule deployment
  • fusion power spikes
  • strategic battlefield control

while modernizing the pacing, feedback, and combat readability.


🎯 Current Project Goal

The current objective is to build a polished vertical slice battle:

Jaden vs Zane

featuring:

  • tactical summoning
  • AP economy management
  • fusion mechanics
  • terrain-aware enemy AI
  • GX-inspired combat pacing

before expanding into:

  • progression systems
  • menus
  • overworld structure
  • additional characters and battles

🕹️ Current Features

Tactical Grid Combat

  • Tilemap-based battlefield
  • Tactical movement and positioning
  • Terrain blocking and chokepoints
  • Multiple movement and attack patterns

AP Economy System

  • Summoning consumes AP
  • Summoning increases future AP generation
  • AP accumulation between turns
  • Strategic resource management

Capsule Summoning

  • Units are deployed as capsules
  • Capsules can later be summoned into monsters
  • Summons feature dedicated timing and feedback sequences

Fusion System

  • Adjacent monsters can fuse into stronger units
  • Fusion costs AP
  • Fusion acts as a tactical power spike rather than a free upgrade

Enemy AI

  • Terrain-aware pathfinding
  • Goal-based BFS routing
  • Attack positioning logic
  • AP-aware enemy behavior
  • Summoning and combat decision-making

Combat Feedback

  • Hit pause
  • Damage numbers
  • Attack lunges
  • Summon feedback sequences
  • Fusion sequencing and impact timing

UI Systems

  • Dynamic AP display
  • Unit info panels
  • Action menus
  • Turn indicators
  • Tactical highlights and previews

🧠 Tech Stack

  • Engine: Unity (2D)
  • Language: C#
  • Architecture: Component-based modular gameplay systems

🚧 Current State

The project is currently in:

Vertical Slice / Gameplay Polish Phase

The focus is on:

  • encounter balancing
  • combat feel
  • tactical pacing
  • summoning and fusion feedback
  • GX battle atmosphere

rather than content quantity.


🚀 Planned Future Features

  • Additional GX-era monsters and characters
  • Advanced fusion variety
  • Improved combat presentation
  • 3D battlefield experimentation
  • Capsule/deck management systems
  • Story/progression structure

▶️ How to Run

  1. Open the project in Unity Hub
  2. Load the main scene
  3. Press Play

🎮 Controls

  • Left Click: Select / interact
  • Right Click: Cancel current action
  • Action Menu: Move / Attack / Fuse / Finish

📌 Notes

This project is being developed as both:

  • a technical gameplay prototype
  • and a tactical combat design exploration

with a strong emphasis on:

  • readability
  • tactical clarity
  • pacing
  • player feedback
  • scalable combat systems

About

A continuation attempt of the Yu-Gi-Oh Capsule Monsters Coliseum

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