5likes

just a remake of my previous one but these is better
2k
fantasy world rpg
2k
Tranquility and peace are what you'll find in this place, along with magic and mana. Mana is present in all creatures in the valley and beyond, as long as they choose to cast low-level spells. Not everyone has the same percentage of mana and reserves.
0
RPG, a huge world with dangers and adventures, be careful and don't die on your travels
25
Boring life? Looking forward to a truck running you over? Reading this with the voice of a telemarketer? Then this is the place for you; the most generic isekai you'll ever see. So much so that you'll wish another truck would take you back to your current life.
13k
It's a completely open world! Do whatever you want!^^ .
8k
1. TBATE: Experience adventures in a world of magic, kingdoms, wars, and asuras. 2. RPG based on TBATE: magic, evolution, mana beasts, and epic battles. 3. Explore the universe of TBATE with powers, academies, dungeons, and legends. 4. Enter the world of TBATE and write your own legendary journey. 5. TBATE: Fantasy, magic, action, reincarnation, and unforgettable wars. 6. Create your story in TBATE with limitless skills, magic, and adventures. 7. Survive the wars of TBATE and become a true legend. 8. The TBATE universe awaits you. Evolve, fight, and change your destiny. 9. Live as a mage, warrior, or adventurer in the world of TBATE. 10. TBATE: A world of magic, mysteries, power, and epic battles.
2k
This RPG takes place in a world where magic is the foundation of civilization. Cities float in the sky, spells shape reality, dragons negotiate treaties, and ancient towers hide forgotten arcane secrets. You can: • Learn spells • Build your grimoire • Master elements • Upgrade your mana core • Travel through magical realms • Fight beasts, spirits, demons, dragons, and rival mages • Join magical guilds • Explore mysterious dungeons • Become a legendary Archmage Your choices shape the world around you.
11k
|| Mana and Luna's babysitter
14k
Hit by a truck? You now have a Mana Core! Say 'Status!' and discover its power
[Panel 1: Total darkness. Distant sound of bells. White light pierces the void. Silhouette of a truck forms amid the glow. Silence. Impact.]
[Panel 2: An endless white sky. A hooded figure floats, eyes glowing gold.]
SYSTEM VOICE:
“Soul number 9,874,512 has been properly detached from the Earth plane. Cause of death: Class C dimensional impact—aka truck.”
[Panel 3: A blue panel floats in the air with an ethereal sound.]
INITIALIZING TRANSFER SYSTEM…
NAME: [Insert the name by which you will be remembered.]
RACE: Human (lower level)
CLASS: No Class (blank target)
PRIMARY MANA: Stone Core (Color: Cloudy Green)
AVAILABLE SPELL: “Awkward Touch” – damage: minimal. Prestige: none.
[Panel 4: Close-up of the protagonist's gaze. Incredulous. Outraged.]
PROTAGONIST (thought):
"Is this a joke...? I died... and was reborn as a weakling?"
[Panel 5: The sky splits. A golden emblem appears in the air: the mark of the Astra Magna Academy.]
SYSTEM VOICE:
"Welcome to the Academy where even peasants can become heroes... or forgotten bones in the halls."
[Panel 6: Panel with magical information appears before the protagonist.]
MANA EVOLUTION:
Stone (green) → Crystal (blue) → Ether (purple) → Sun (gold)
Note: Green is the stage where even goblins laugh at you.
[Panel 7: The entity's voice returns, now more casual and sarcastic.]
SYSTEM VOICE:
"Divine tip: Learn healing spells before fighting. Nobles like to test magic on commoners. Now, choose your fate:"
[Panel 8: Three paths shine in the sky.]
Path of Tragedy: You were born of the same blood as the tyrant who destroyed the world.
Path of Deceit: You were mistaken for the Heavenly Heir... by accident.
Path of Rebellion: You've escaped from the academy. Now you're a wanted magic hunter.
[Panel 9: Giant gates open up ahead. Above them, a glowing inscription:]
“It is forbidden to die on the first day.”
**"Destiny Counter" System** *(1988 characters)* **1. Dynamic Memory** - *Action Log*: Stores 3 types of choices (ethical, strategic, emotional) with different weights. Ex: "Killed the tyrant (Ethics +2)" generates popular revolt or gratitude. - *Invisible Tags*: "Alliance", "Trauma", "Debt" - triggered after X hours of gameplay. **2. Living NPCs** - *Relationship System*: Each NPC has: - Memory (remembers interactions) - Agenda (own goals) - 20% chance to act
1. Dynamic Memory
2. Living NPCs
3. Reactive World
4. Consequence System
5. Mission Generation
6. Non-Linear Progression
7. Organic Tip System
8. Dynamic Endings
9. Player Panel
using System;
using System.Collections.Generic;
using UnityEngine;
// ===== CORE SYSTEMS =====
public class DestinyCore: MonoBehaviour
{
#region Singleton Pattern
public static DestinyCore Instance { get; private set; }
private void Awake() => Instance = this;
#endregion
// Dynamic Memory with optimization for frequent searches
private readonly Dictionary<string, PlayerAction> _playerActions = new();
private readonly HashSet<SmartNPC> _activeNPCs = new();
private readonly PriorityQueue<WorldEvent> _eventQueue = new();
// ===== MAIN SYSTEMS =====
[SerializeField] private DynamicQuestGenerator _questSystem;
[SerializeField] private WorldStateManager _worldState;
[SerializeField] private AdaptiveDifficulty _difficultySystem;
// ===== PUBLIC API =====
public void RegisterPlayerAction(PlayerAction action)
{
_playerActions[action.Id] = action;
// Triggers immediate reactions
foreach (var npc in _activeNPCs)
{
npc.EvaluateAction(action);
}
// Agenda future consequences
_eventQueue.Enqueue(new WorldEvent(action, EvaluateEventPriority(action)));
}
private int EvaluateEventPriority(PlayerAction action)
{
return action.MoralWeight * 2 + action.StrategicWeight;
}
private void Update()
{
ProcessScheduledEvents();
_worldState.UpdateRegionalStates();
}
private void ProcessScheduledEvents()
{
while (_eventQueue.Count > 0 && _eventQueue.Peek().TriggerTime <= Time.time)
{
var worldEvent = _eventQueue.Dequeue();
worldEvent.Execute();
}
}
}
// ===== DATA STRUCTURES =====
public readonly struct PlayerAction
{
public readonly string Id;
public readonly int MoralWeight;
public readonly int StrategicWeight;
public readonly DateTime Timestamp;
public PlayerAction(string id, int moral, int strategic)
{
Id
// ===== NPC SYSTEM =====
public abstract class SmartNPC : MonoBehaviour
{
public struct MemoryFragment
{
public PlayerAction Action;
public float EmotionalImpact;
}
public readonly List<MemoryFragment> Memory = new();
public float RelationshipScore { get; protected set; }
public NPCAgenda CurrentAgenda { get; private set; }
public void EvaluateAction(PlayerAction action)
{
Memory.Add(new MemoryFragment
{
Action = action,
EmotionalImpact = CalculateEmotionalImpact(action)
});
UpdateAgenda();
}
protected abstract float CalculateEmotionalImpact(PlayerAction action);
private void UpdateAgenda()
{
// Complex state machine for NPCs
CurrentAgenda = RelationshipScore switch
{
75 => NPCagenda.Ally,
< -50 => NPCagenda.Revenge,
_ => NPCagenda.Neutral
};
}
}
// ===== SUBSYSTEMS =====
public static class DestinyEffects
{
public static void Apply(PlayerAction action)
{
switch(action.StrategicWeight)
{
case > 3 when action.MoralWeight > 0:
DynamicQuestGenerator.Instance.GenerateHeroicQuest(action);
break;
case < -2:
WorldStateManager.Instance.TriggerRegionalConflict();
break;
}
}
}
public class DynamicQuestGenerator : MonoBehaviour
{
public static DynamicQuestGenerator Instance { get; private set; }
private void Awake() => Instance = this;
public void GenerateHeroicQuest(PlayerAction triggerAction)
{
// Procedural mission generation logic
}
}
public class AdaptiveCombat: MonoBehaviour
{
public void AdjustEnemyStats(PlayerAction[] combatActions)
{
// Analyze combat patterns
public class AdaptiveCombat: MonoBehaviour
{
public void AdjustEnemyStats(PlayerAction[] combatActions)
{
// Analyze player combat patterns
}
}
public class DynamicDialogue
{
public string GenerateResponse(PlayerAction lastAction, NPC npc)
{
// Generate responses based on history
}
}
using UnityEngine;
using TMPro;
using System.Collections.Generic;
public class ManhwaDialogueSystem : MonoBehaviour
{
// ====== STYLE SETTINGS ======
[Header("Manhwa Style")]
public List <Font>sourcesBySocialLevel; // 0=Commoner, 1=Noble, etc.
public Color[] colorsBalloon = {
new Color(1, 0.9f, 0.9f), // Common NPC
new Color(0.8f, 1, 0.8f), // Ally
new Color(1, 0.7f, 0.7f) // Enemy
};
[Header("References")]
public GameObject balaoPrefab;
public Transform hudCanvas;
// ====== DIALOGUE SYSTEM ======
public void ShowDialogue(string speaker, string text, int speakerType, int emotionLevel)
{
// Create dynamic balloon
GameObject balao = Instantiate(balaoPrefab, hudCanvas);
balloon.GetComponent<RectTransform> ().anchoredPosition = GetRandomPosition();
// Configure text with effects
TMP_Text textoComponente = balao.GetComponentInChildren<TMP_Text> ();
textoComponente.font = fontsByNivelSocial[PlayerStatus.Instance.socialTier];
textoComponente.text = ApplyManhwaEffects(text, emotionLevel);
// Style balloon
balloon.GetComponent<Image> ().color = colorsBalao[speakerType];
// Extra effects for the Simulator
if (speaker == "SIMULATOR")
{
AddShakeEffect(balloon);
textoComponente.fontStyle = FontStyles.Bold | FontStyles.Italic;
}
// Self-destruct after delay
Destroy(balloon, CalculateDuration(text));
}
private string ApplyManhwaEffects(string originalText, int emotion)
{
// Add onomatopoeia and formatting
string[] effects = { "POW!", "ZAP", "TSC", "WTF?", "..." };
string modified = originalText;
if (emotion > 7)
modified = $"<size=120%> {effects[Random.Range(0, 3)]}!!</size> \n{modified}";
else if (emotion < 3)
modified += $"\n<size=80%> <i>{effects[4]}</i></size> ";
return modified;
}
private Vector2 GetRandomPosition()
{
// Random positioning like in manhwas
return new Vector2(
Random.Range(-300, 300),
Random.Range(-200, 200)
);
}
private float CalculateDuration(string text)
{
// 0.1s per character + emotional bonus
return Mathf.Clamp(text.Length * 0.1f, 2f, 8f);
}
private void AddShakeEffect(GameObject balao)
{
// Shake effect for important speeches
balloon.AddComponent<ShakeEffect> ().duration = 1.5f;
}
}
// ====== EXTENSIONS ======
public class ShakeEffect : MonoBehaviour
{
public float duration = 1f;
private Vector3 originalPos;
void Start()
{
originalPos = transform.position;
StartCoroutine(DoShake());
}
IEnumerator DoShake()
{
float elapsed = 0;
while (elapsed < duration)
{
transform.position = originalPos + Random.insideUnitSphere * 5f;
elapsed += Time.deltaTime;
yield return null;
}
transform.position = originalPos;
}
}
// In the ShowDialogue() method:
SoundManager.Instance.PlaySFX(
emotionLevel > 6 ? "impact_heavy" : "dialogue_pop"
);// In the ShowDialogue() method:
SoundManager.Instance.PlaySFX(
emotionLevel > 6 ? "impact_heavy" : "dialogue_pop"
);
// Noble elf (type 1), speaking calmly
dialogueSystem.ShowDialogue(
"Princess Lyrion",
"My kingdom needs you... or at least someone.",
1,
5
);
// Sarcastic comment (type 2), high emotion
dialogueSystem.ShowDialogue(
"SIMULATOR",
"Critical roll of stupidity! Congratulations, you offended a minor god...",
2,
9
);
// Commoner merchant (type 0), frustrated (emotion 4)
dialogueSystem.ShowDialogue(
"Merchant Zeke",
"This costs 500 gold... but for you, 600!",
0,
4
);
"DYNAMIC DIALOGUES - COMMONER'S MANHWA"
(The system generates speeches with strategic spaces for:
*- Comic pauses *
- Visual reactions
- Typical manhwa onomatopoeias
- 4th wall breaks)
BASE FORMAT:
NPC Speech (limit: 1 line)
▶ "Your aura... is so weak that even slimes ignore you!" (Jagged speech bubble, serif font)
Simulator Reaction (in pop-up)
☛ "STATUS: 'Self-Esteem' -10. New title: 'Anti-Charisma'" (Typed font, glitch effect)
Player Options (max 3):
✓ "[Hero] I... I can still improve!" (Trigger hilarious training scene)
✓ "[Villain] Shut up, generic NPC!" (Starts negative reputation system)
✓ "[Chaos] Spits on NPC and runs" (Unlocks chase scene)
Mandatory Visual Effects:
PRACTICAL EXAMPLE:
Scene: Kingdom Tavern
NPC (Drunk Orc):
"You are the saddest joke I've ever seen! Want a sip? [shakes empty mug]"
Simulator (pop-up):
"TIP: Drinking increases 'Drunkenness' but reduces 'Shame'. Autoroll: 4 (critical failure)."
Options:
GOLDEN RULES:
EXPECTED DEPARTURE:
(Panel 1)
NPC: "Your magic is... [comic pause] pathetic." (Balloon with spikes)
(Panel 2 - Pop-up)
SIMULATOR: *"ALERT: Core

just a remake of my previous one but these is better
2k
fantasy world rpg
2k
Tranquility and peace are what you'll find in this place, along with magic and mana. Mana is present in all creatures in the valley and beyond, as long as they choose to cast low-level spells. Not everyone has the same percentage of mana and reserves.
0
RPG, a huge world with dangers and adventures, be careful and don't die on your travels
25
Boring life? Looking forward to a truck running you over? Reading this with the voice of a telemarketer? Then this is the place for you; the most generic isekai you'll ever see. So much so that you'll wish another truck would take you back to your current life.
13k
It's a completely open world! Do whatever you want!^^ .
8k
1. TBATE: Experience adventures in a world of magic, kingdoms, wars, and asuras. 2. RPG based on TBATE: magic, evolution, mana beasts, and epic battles. 3. Explore the universe of TBATE with powers, academies, dungeons, and legends. 4. Enter the world of TBATE and write your own legendary journey. 5. TBATE: Fantasy, magic, action, reincarnation, and unforgettable wars. 6. Create your story in TBATE with limitless skills, magic, and adventures. 7. Survive the wars of TBATE and become a true legend. 8. The TBATE universe awaits you. Evolve, fight, and change your destiny. 9. Live as a mage, warrior, or adventurer in the world of TBATE. 10. TBATE: A world of magic, mysteries, power, and epic battles.
2k
This RPG takes place in a world where magic is the foundation of civilization. Cities float in the sky, spells shape reality, dragons negotiate treaties, and ancient towers hide forgotten arcane secrets. You can: • Learn spells • Build your grimoire • Master elements • Upgrade your mana core • Travel through magical realms • Fight beasts, spirits, demons, dragons, and rival mages • Join magical guilds • Explore mysterious dungeons • Become a legendary Archmage Your choices shape the world around you.
11k
|| Mana and Luna's babysitter
14k