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6 changes: 1 addition & 5 deletions examples/starting-first-person-horror/README.md
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# 3D First-Person Horror Game

A 3D physics-based first-person game set in a dark, fog-filled environment to create a horror atmosphere. The player can look around and turn using the camera, as well as jump and fall within the environment. The scene includes a ground surface, solid platforms the player can land on, and a pushable physics box that reacts realistically to movement.

A monster enemy roams the playable area using pathfinding to navigate around obstacles. Its behavior is controlled by a simple state machine. The monster uses raycasting to check if the player is in its line of sight, and when it detects the player, it stops pathfinding and switches to a chase state. If the monster collides with the player, the game resets.

This setup works well for horror scenarios where the player is being hunted and cannot fight back. The game supports both keyboard/mouse controls and mobile touch controls.
A 3D physics-based first-person game set in a dark, fog-filled environment to create a horror atmosphere. The player can look around and turn using the camera, as well as jump and fall within the environment. The scene includes a ground surface, solid platforms the player can land on, and a pushable physics box that reacts realistically to movement. A monster enemy roams the playable area using pathfinding to navigate around obstacles. Its behavior is controlled by a simple state machine. The monster uses raycasting to check if the player is in its line of sight, and when it detects the player, it stops pathfinding and switches to a chase state. If the monster collides with the player, the game resets. This setup works well for horror scenarios where the player is being hunted and cannot fight back. The game supports both keyboard/mouse controls and mobile touch controls.
8 changes: 1 addition & 7 deletions examples/starting-first-person-shooter-horror/README.md
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# 3D FPS Horror game with Gun

A 3D physics-based first-person game set in a dark, fog-filled environment to create a horror atmosphere. The player can look around and turn using the camera, as well as jump and fall within the environment. The scene includes a ground surface, solid platforms the player can land on, and pushable physics boxs that reacts realistically to movement.

Monster enemies spawn and roam the playable area using pathfinding to navigate around obstacles. Their behavior is controlled by a simple state machine. The monsters use raycasting to check if the player is in their line of sight, and when one detects the player, it stops pathfinding and switches to a chase state. If a monster collides with the player, the game resets.

The player holds a 3D gun model that can be fired. Firing uses raycasting to detect where the bullet hits, creating a 3D particle effect at the point of impact. Each shot plays a sound effect and causes the screen to shake.

This setup works well for any action horror games where the player is able to shoot and kill enemies. The game supports both keyboard/mouse controls and mobile touch controls.
A 3D physics-based first-person game set in a dark, fog-filled environment to create a horror atmosphere. The player can look around and turn using the camera, as well as jump and fall within the environment. The scene includes a ground surface, solid platforms the player can land on, and pushable physics boxs that reacts realistically to movement. Monster enemies spawn and roam the playable area using pathfinding to navigate around obstacles. Their behavior is controlled by a simple state machine. The monsters use raycasting to check if the player is in their line of sight, and when one detects the player, it stops pathfinding and switches to a chase state. If a monster collides with the player, the game resets. The player holds a 3D gun model that can be fired. Firing uses raycasting to detect where the bullet hits, creating a 3D particle effect at the point of impact. Each shot plays a sound effect and causes the screen to shake. This setup works well for any action horror games where the player is able to shoot and kill enemies. The game supports both keyboard/mouse controls and mobile touch controls.
4 changes: 1 addition & 3 deletions examples/starting-first-person-shooter/README.md
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# 3D FPS with Gun

A 3D physics-based first-person game where the player can look around and turn using the camera, as well as jump and fall within the environment. The scene includes a ground surface, solid platforms the player can land on, as well as a physics box and targets that reacts realistically when pushed or shot.

The player holds a 3D gun model that can be fired. Firing uses raycasting to detect where the bullet hits, creating a 3D particle effect at the point of impact. Each shot plays a sound effect and causes the screen to shake. The game supports both keyboard/mouse controls and mobile touch controls.
A 3D physics-based first-person game where the player can look around and turn using the camera, as well as jump and fall within the environment. The scene includes a ground surface, solid platforms the player can land on, as well as a physics box and targets that reacts realistically when pushed or shot. The player holds a 3D gun model that can be fired. Firing uses raycasting to detect where the bullet hits, creating a 3D particle effect at the point of impact. Each shot plays a sound effect and causes the screen to shake. The game supports both keyboard/mouse controls and mobile touch controls.
4 changes: 1 addition & 3 deletions examples/starting-first-person-survival-crafting/README.md
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# 3D First Person Survival Crafting

A 3D physics-based first-person game where the player can look around and turn using the camera, as well as jump and fall within the environment. The scene includes a ground surface, solid tree and boulder objects that the player can't pass through, and a 3D box with rocks and logs placed on it. The player can pick up objects and store them in an inventory, then place objects back onto the ground using raycasting to determine the placement location. Harvestable trees and boulders can be clicked to add resources to the inventory. The inventory uses UI icons to display the contents of the inventory, as well as allow the player to select which item to use and choose which slot a picked-up object will occupy.

This setup works well for any game where the player picks up resources and crafts things with those resources, especially for survival crafting games. The game supports both keyboard/mouse controls and mobile touch controls.
A 3D physics-based first-person game where the player can look around and turn using the camera, as well as jump and fall within the environment. The scene includes a ground surface, solid tree and boulder objects that the player can't pass through, and a 3D box with rocks and logs placed on it. The player can pick up objects and store them in an inventory, then place objects back onto the ground using raycasting to determine the placement location. Harvestable trees and boulders can be clicked to add resources to the inventory. The inventory uses UI icons to display the contents of the inventory, as well as allow the player to select which item to use and choose which slot a picked-up object will occupy. This setup works well for any game where the player picks up resources and crafts things with those resources, especially for survival crafting games. The game supports both keyboard/mouse controls and mobile touch controls.
4 changes: 1 addition & 3 deletions examples/starting-physics-pixel/README.md
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# 2D Physics Game (pixel-art)

A 2D side-view physics game where the player can click or touch and drag a ball to smash it into other 2D physics blocks in the scene. The blocks have varying densities and react differently when struck by the ball, similar to angry birds. A ground object keeps the ball contained within the game screen. The game supports both mouse and mobile touch controls.

Assets and game are optimized for pixel art.
A 2D side-view physics game where the player can click or touch and drag a ball to smash it into other 2D physics blocks in the scene. The blocks have varying densities and react differently when struck by the ball, similar to angry birds. A ground object keeps the ball contained within the game screen. The game supports both mouse and mobile touch controls. Assets and game are optimized for pixel art.
4 changes: 1 addition & 3 deletions examples/starting-platformer-pixel/README.md
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# 2D Platformer (pixel-art)

A 2D side-view platformer game with a smooth camera that follows the player’s movement. The player uses the platformer behavior, and can move left or right, jump, and fall within the game scene. Platforms allow the player to navigate vertically, and coins can be collected throughout the level. The game supports both keyboard/mouse controls and mobile touch controls.

Assets and game are optimized for pixel art.
A 2D side-view platformer game with a smooth camera that follows the player’s movement. The player uses the platformer behavior, and can move left or right, jump, and fall within the game scene. Platforms allow the player to navigate vertically, and coins can be collected throughout the level. The game supports both keyboard/mouse controls and mobile touch controls. Assets and game are optimized for pixel art.
4 changes: 1 addition & 3 deletions examples/starting-point-and-click-adventure/README.md
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# 2D Point-and-click adventure

A 2D, angled side-view, point-and-click game where the player click/taps on a location in the game scene, and the player character uses pathfinding to navigate there. When an NPC is clicked/tapped on, the player character will walk to their location and a dialog box opens. The dialog box has text and two clickable options for the player to choose from.

The game supports both mouse and mobile touch controls.
A 2D, angled side-view, point-and-click game where the player click/taps on a location in the game scene, and the player character uses pathfinding to navigate there. When an NPC is clicked/tapped on, the player character will walk to their location and a dialog box opens. The dialog box has text and two clickable options for the player to choose from. The game supports both mouse and mobile touch controls.
4 changes: 1 addition & 3 deletions examples/starting-point-and-click-pixel/README.md
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# Top-down point-and-click (pixel-art)

A 2D top-down game where the player clicks or touches a location in the scene, and the player character uses the pathfinding behavior to navigate there. The game includes passable and impassable obstacles that the character must navigate around. The game supports both mouse and mobile touch controls.

Assets and game are optimized for pixel art.
A 2D top-down game where the player clicks or touches a location in the scene, and the player character uses the pathfinding behavior to navigate there. The game includes passable and impassable obstacles that the character must navigate around. The game supports both mouse and mobile touch controls. Assets and game are optimized for pixel art.
4 changes: 1 addition & 3 deletions examples/starting-top-down-pixel/README.md
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# Top-down game (pixel-art)

A top-down 2D game where the player uses the Top-Down Movement behavior to move in all directions. The camera follows the player smoothly as they move around the game scene. The player is prevented from overlapping or passing through obstacle objects such as walls or plants by using collision separation. The game supports both keyboard/mouse controls and mobile touch controls.

Assets and game are optimized for pixel art.
A top-down 2D game where the player uses the Top-Down Movement behavior to move in all directions. The camera follows the player smoothly as they move around the game scene. The player is prevented from overlapping or passing through obstacle objects such as walls or plants by using collision separation. The game supports both keyboard/mouse controls and mobile touch controls. Assets and game are optimized for pixel art.
4 changes: 1 addition & 3 deletions examples/starting-top-down-rpg/README.md
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# 2D RPG

A 2D angled top-down RPG-style game, where the player can move left, right, up, or down, but cannot walk through building objects. When near an NPC, the player can press an action button to open a dialog box with text and two choice buttons. The camera smoothly follows the player along the X and Y axis.

This setup is ideal for JRPGs, similar to those made with RPG maker. The player character can be controlled with keyboard or touch screen controls.
A 2D angled top-down RPG-style game, where the player can move left, right, up, or down, but cannot walk through building objects. When near an NPC, the player can press an action button to open a dialog box with text and two choice buttons. The camera smoothly follows the player along the X and Y axis. This setup is ideal for JRPGs, similar to those made with RPG maker. The player character can be controlled with keyboard or touch screen controls.
4 changes: 1 addition & 3 deletions examples/starting-top-down-survival-crafting/README.md
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# Top-down Survival Crafting

A 2D angled top-down game where the player uses the Top-Down Movement behavior to move smoothly in all directions. The scene includes a ground tilemap, as well as solid tree and boulder objects that the player can't pass through. The player can pick up objects and store them in an inventory, then place objects back onto the ground using a ground selection tool to check if that location is one where the object can be placed. Performing an action on the harvestable tree and boulder objects will add resources to the inventory. The inventory uses UI icons to display the contents of the inventory, as well as allow the player to select which item to use and choose which slot a picked-up object will occupy.

This setup works well for any game where the player picks up resources and crafts things with those resources, especially for survival crafting games. The game supports both keyboard/mouse controls and mobile touch controls.
A 2D angled top-down game where the player uses the Top-Down Movement behavior to move smoothly in all directions. The scene includes a ground tilemap, as well as solid tree and boulder objects that the player can't pass through. The player can pick up objects and store them in an inventory, then place objects back onto the ground using a ground selection tool to check if that location is one where the object can be placed. Performing an action on the harvestable tree and boulder objects will add resources to the inventory. The inventory uses UI icons to display the contents of the inventory, as well as allow the player to select which item to use and choose which slot a picked-up object will occupy. This setup works well for any game where the player picks up resources and crafts things with those resources, especially for survival crafting games. The game supports both keyboard/mouse controls and mobile touch controls.
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