Loop Adventure – Puzzle Programming Kit (2D)
David Lambert
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Instruction-based 2D puzzle framework where players program character actions instead of direct control.Build 2D Games Where Players Program Their CharactersLoop Adventure is a complete Unity framework for creating instruction-based puzzle adventures, tactical games, and programming-driven gameplay inspired by programming-puzzle games such as Human Resource Machine and Zachtronics.Instead of directly controlling a character, players compose sequences of instructions that define behavior, creating deterministic, turn-based gameplay where logic becomes the core mechanic.Build your own programming-driven game without having to create the instruction, execution, scheduling, and puzzle infrastructure from scratch.🧩 How It Works1. DesignCreate your level, place obstacles and interactive elements, and define its objectives and challenges.2. ProgramPlayers build their solution by composing instructions on the visual instruction sheet.3. ExecuteThe engine executes every instruction deterministically, turn by turn, while players watch their program come to life.4. SolveObserve the result, identify what went wrong, modify the instruction sequence, and run it again until the puzzle is solved.Check out the demo:https://davidlambert.itch.io/loopadventuredemo🚀 Perfect for BuildingProgramming puzzle gamesTurn-based strategy systemsLogic-based adventure mechanicsEducational coding-inspired gameplayDrop it into Unity and start building levels immediately, or extend its modular systems to create your own gameplay mechanics.🚀 Key Features🎮 Instruction-Based Gameplay SystemPlayers build actions using a visual instruction sheet with ready-to-use instructions such as Move, Attack, Block, Combo, and more.Fully modular instruction architectureDirectional modifiers (Up / Down / Left / Right)Shared system across player, enemies, and world🧩 Create Your Own InstructionsExtend the Instruction system to create custom gameplay actions for your game.Custom player instructionsCustom enemy behaviorsCustom modifiersCustom interactionsNo need to modify the core execution engine⚙️ Turn-Based Execution EngineA deterministic execution system that keeps gameplay synchronized while providing real-time feedback.Step-by-step execution loopPlay / Observe / Stop modesConfigurable turn speedParallel execution support for AI and environmentFully resettable simulation system👹 Enemy AI SystemEnemies use the same instruction-based architecture as the player.5 built-in behaviors: Move, Attack, Block, Shoot, WaitProjectile-based combat systemParallel AI execution per turnExtendable instruction system📦 Interactive World SystemPuzzle-driven environment objects fully integrated with the instruction and event systems.Pushable crates and movable objectsDoors with key and trigger logicChests and pickupsCarry, drop, and throw mechanicsEvent-driven interactions⚠️ Tile Trap SystemGrid-based hazards integrated directly into the turn system.Pressure plates with activation eventsSpikes with configurable cyclesAutomatic registration into the execution systemDesigned for layered puzzle logic🎒 Inventory & Equipment SystemA complete item and equipment system ready to integrate into your gameplay.Stackable inventory slots5 equipment slotsStat modifiers (Attack, Defense, Speed)Active effects systemFully integrated with save/load🗺️ World Map & Tutorial CampaignA ready-to-play structure for building and expanding your game.Hub world with level selection5 tutorial levels includedScriptableObject-based level systemEasy expansion pipeline for new levels🏆 Level Goals & ChallengesAdd additional constraints and challenges to your levels.Instruction count limitsLoop count restrictionsScriptableObject-driven goalsFully extensible win conditions💾 Save / Load SystemAutomatic persistence with no additional setup required.JSON-based save systemAutomatic save on completion and exitStores progress, inventory, and settingsCross-session persistence🔊 Audio SystemIntegrated audio and settings management.AudioMixer integrationPersistent volume settingsScene-crossing music transitionsBuilt-in UI sliders🛠 Developer-Ready ArchitectureBuilt as a modular C# framework designed for extension and long-term development.Fully documented codebaseInterface-driven design (IInteractable, ITaskReceiver, etc.)Modular LoopAdventure namespaceNo TODOs or placeholder codeDesigned for easy extension without modifying core systems🧱 Core Design PhilosophyEverything is built around a single concept:Instruction = atomic gameplay unitThe same instruction-based architecture can drive:Player actionsEnemy AIEnvironmental interactionsScripted gameplay eventsThis keeps gameplay systems consistent and makes it easier to prototype and extend new mechanics.📦 Use CasesUse Loop Adventure to build:Programming puzzle gamesTurn-based tactical systemsAutomation and logic-based gamesEducational coding gamesGameplay prototypes and experimental mechanics🧠 What You Can DoShip a complete game by replacing the included art and levelsExtend systems without modifying the core execution engineCreate custom mechanics through the framework's extension pointsIntegrate Loop Adventure into existing Unity projects🎯 Why Loop Adventure?Unlike visual scripting tools, Loop Adventure is a gameplay-first framework, not a general-purpose development tool.It is designed specifically for:Shippable programming puzzle gamesDeterministic simulation systemsInstruction-driven gameplay designRapid prototyping of programming-based mechanics[All Third-Party assets are under the CC0 license see "Third-Party Notices.txt" on package content]Everything you need to build a fully playable game — or use Loop Adventure as a foundation for your own programming-driven gameplay systems.All core systems are modular, documented, and designed to be extended without modifying the core execution engine.🧩 19 Built-in Player InstructionsA complete library of ready-to-use actions that players can drag, configure, and execute immediately.Movement: Move, Jump, Evade, PushCombat: Attack, Heavy Attack, BlockItems: Carry, Drop, Throw, Use, InteractFlow Control: Combo, Ping Pong, Rotate, Invert, WaitThe instruction system is extensible through the base Instruction class, allowing you to create entirely new gameplay actions without modifying the core execution engine.Directional modifiers (Up / Down / Left / Right)Modular instruction architectureExtensible Instruction base class📋 Drag-and-Drop Instruction SheetThe player's programming interface for composing and executing instruction sequences.Drag, drop, and reorder instructions visuallyUndo / Redo system with 20-step historyKeyboard shortcuts: Ctrl+Z / Ctrl+YReal-time execution pointerSpeed toggle (1× / 2×)Context-aware Play, Stop, and Clear controls⚙️ Turn-Based Execution EngineA deterministic execution system that keeps the player, enemies, and environment synchronized.Play / Observe / Stop execution modesConfigurable turn intervalParallel task scheduling for simultaneous actionsNon-destructive execution through ExecutionContextFull scene reset on failure or restartAutomatic per-turn validation👹 Enemy AI SystemEnemies use the same instruction-based architecture as the player.5 built-in behaviors: Move, Attack, Block, Shoot, WaitEnemyInstruction base classProjectile-based combat with grid traversalHealth bars and action indicatorsParallel execution with player turnsOne-class-to-one-prefab workflow📦 Interactive World ObjectsReady-made environmental prefabs for puzzle design and interaction.Pickup: automatic collection on contactChest: interactable reward containerCarry Object: pick up, move, and throw objectsPushable Block: physics-based puzzle elementDoor: key or trigger-based gatingAll objects integrate with the instruction and event systems.⚠️ Tile Trap SystemGrid-based hazards synchronized with the turn-based execution system.Pressure Plates: OnActivated / OnDeactivated eventsSpikes: configurable safe/lethal cycles per turnAutomatic registration with the execution schedulerUnityEvents integrationDesigned for layered puzzle logic🎒 Inventory & Equipment SystemComplete item and equipment system integrated with gameplay and persistence.Fixed-slot inventory with stacking5 equipment slots: Weapon, Armor, Helmet, Shield, BootsStat modifiers: Attack, Defense, SpeedActive effects with visual feedbackFull serialization through the save/load system🗺️ World Map & Tutorial CampaignA complete playable structure included out of the box.Hub world with level selection5 tutorial levels covering movement, combat, items, and logicLevel progression and unlock systemScriptableObject-based LevelInfo architectureSimple pipeline for adding new levels🏆 Level Goals & ChallengesConfigurable constraints that add challenge and replayability to your levels.Instruction count limitsLoop count restrictionsPer-level challenge configurationScriptableObject-based goal systemExtensible LevelGoal base classCustom win/fail conditions without modifying the core execution system💾 Save / Load SystemAutomatic persistence with minimal setup.JSON-based save filesAutomatic save on level completion and exitStores progress, inventory, settings, and unlocked contentCross-session persistencePlatform persistent data path integrationAutomatic audio parameter persistence🔊 Audio SystemIntegrated audio and settings management.AudioMixer integrationPersistent volume settingsMusic crossfading between scenesSoundManager singleton architectureDrop-in UI slider supportAutomatic mixer parameter registration and persistence🛠 Developer-Ready ArchitectureA modular C# framework designed for extension and integration.XML documentation for public APIsConsistent LoopAdventure namespaceInterface-driven architecture:IInteractableICarryObjectIPushableITaskReceiverCustom inspector attributes:[ReadOnly][ShowIf][TypeName]No TODO or FIXME markersCore systems designed to be extended without modifying the execution engineGenerative AI (large language model assistants) was used only as a writingaid for text, in three narrowly scoped areas: 1. Wording corrections to the Inspector field tooltips. 2. Review of the written documentation. 3. Help writing part of the source-code comments.Every AI-assisted change was reviewed, edited, and approved by the authorbefore it was included. No feature, system, gameplay behaviour, or mediaasset in this package was generated by AI.See "AI Disclosure" document in the project for more details.

