The A stands for asset flip, as coined by Jim Sterling. ![]()
Heh not really, it’s going to be a fairly traditional action role-playing game, but hopefully I can show that it’s possible to create something that looks and plays rather well without making a single asset yourself. Everything you see in the above image was not made by me, but is assets I’ve found, most of them from the Asset store, all of them free. The most prominent one (the low poly town) was only free because of my Unity Pro Level 11 membership, but it’s dirt cheap and I still think it’s amazing what you can do in a very short amount of time by just slapping some assets together. I’m sure the assets creators spent a long time making all the assets, but I’ve only spent a weekend on the game at this point, and yes, I know it’s not much of a game at the moment, but in my opinion it’s a solid foundation for one, and working on it feels like modding an existing game rather than making a game from scratch, and I can see why people enjoy this approach to game development.
You can download a Windows standalone from here if you want to test it out: ARPG | TwiiK.net
Originally I wasn’t going to make this game at all, I was struggling with getting back into Unity after being away for a while (as I always do) and I was looking for an interesting tutorial to revitalize my passion for game development.
I came across this tutorial by GameGrind on how to create an inventory system and I thought that was something I could use for an X-Com type game I was working on the last time I was working with Unity, and I remember trying to make an inventory using the old Unity GUI and thought it was absolutely dreadful so the fact that this tutorial series was just a few hours long and the end result looked so promising really peaked my interest. When I reached the end of the tutorial I really wanted to see how polished I could make my inventory and I felt like the tutorial approach was a bit limited so I wanted to try and recreate the inventory seen in a game like Path of Exile, but to do that I needed some quality art (obviously) because it’s so much more fun to prototype with good looking art.
I ended up discovering some on opengameart.org and from there things spiraled out of control and now I’m completely obsessed with this project, it’s so fun to work on and everything comes together so effortlessly.
I will post a list of all the assets currently in the game at the bottom of this post and I will try to keep it up to date whenever I update the game for anyone wanting to get their hands on the same assets.
If you download the assets yourself you’ll discover that I’ve tweaked some of them a bit, and that’s where the fun comes in, they are so easy to tweak. For example I knew I wanted my character to be able to equip different weapons, but the knight model came as one combined mesh, but with just a quick trip into 3ds max to detach his sword and shield and export him again I had that problem fixed, all the animations and textures still worked perfectly. Of course he looks a bit odd while not wielding anything or if he’s wielding something very different from his original sword and shield, but if this project ever gets to a point where I’m serious about it I can just put a bit more effort into that particular asset or replace it with an asset of my own that fits the needs I have for it. Another example is the low poly weapon set which came with a purple potion model and I had no purple potion icon in my icon set, a quick trip into Photoshop fixed that and suddenly I had a model and an icon that looked like they were made to fit together from the start. One last example is the town asset which came with both a night time scene and a day time scene so I combined them through some clever scripting and presto you have something that is way cooler than the sum of its parts. To spice it up further I made a script which gathers all the emissive windows for all the houses into an array, shuffles the array and then enables the windows one by one each time it becomes night to give some feeling of life to the town. And prototyping with the new UI is just a dream. I thought I should put some settings in there to let people with less powerful computers turn off the image effects as well as let people control the time of day and I was able to do that in 10 minutes and have it look nice.
We’d better get back 'cause it’ll be dark soon and they mostly come at night. Mostly.
I’m not sure what will become of the project in the end, most likely it’ll be a perpetual hobby project I can dabble with whenever I feel like it.
I will add a roadmap when I know what features I want to work on and in what order.
Asset currently in the project:
UI by Ravenmore (Free): Fantasy UI Elements by Ravenmore | OpenGameArt.org
Inventory Icons by Ravenmore (Free): Fantasy Icon Pack by Ravenmore | OpenGameArt.org
Zombie by M.eye (Free): Unity Asset Store - The Best Assets for Game Making
Chest by Fairy shop (Free): Unity Asset Store - The Best Assets for Game Making
Knight by Dungeon Mason (Used to be free, now $5): Unity Asset Store - The Best Assets for Game Making
Low poly weapons by SICS Games (Free): Unity Asset Store - The Best Assets for Game Making
Low poly town by Evgenia ($25): Unity Asset Store - The Best Assets for Game Making
Dungeon Level Kit by Hedgehog Team ($20): Unity Asset Store - The Best Assets for Game Making
Lowpoly Toon Cat Lite by Polydactyl (Free) : Unity Asset Store - The Best Assets for Game Making
Toon Elf character by BBSoftware & Snowball ENT ( Free): Unity Asset Store - The Best Assets for Game Making
Floor Segment by ZugZug Art (Free): Unity Asset Store - The Best Assets for Game Making
Barely noticeable and only there because I own them and was curious how’d they look in the game:
SSAO Pro by Thomas Hourdel ($25): Unity Asset Store - The Best Assets for Game Making
SE Natural Bloom & Dirty Lens by Sonic Ether ($20): Unity Asset Store - The Best Assets for Game Making
Filmic Tonemapping by Paroxe ($27): Unity Asset Store - The Best Assets for Game Making
All of these image effects can easily be replaced by the free post processing stack made by Unity.



