Wayfinder
Wayfinder is a comprehensive isometric tactical RPG framework for Unity, providing everything you need to build grid-based strategy games with deep tactical combat.
What is Wayfinder?
Wayfinder handles the complex systems that power tactical RPGs: grid-based movement, turn-based combat, AI decision-making, pathfinding, status effects, and ability systems. It’s designed for developers who want to focus on game design rather than rebuilding tactical RPG infrastructure from scratch.
Core Features
Grid & Movement System
- Isometric grid rendering with tilemap integration
- A pathfinding* with height-aware navigation
- Range calculation for movement and abilities
- Height mechanics - jump up/down, elevation bonuses
- Unit blocking with ally pass-through (tactical positioning)
Combat System
- Configurable damage formulas (subtractive, percentage, hybrid)
- Accuracy and evasion calculations
- Height advantage system (+damage/accuracy from elevation)
- Area of Effect (AoE) abilities with multiple patterns
- Deterministic combat for strategic planning
- Counter-attack system
Turn System
- CT/Recovery Time based turns (FFT-style)
- Unit speed affects turn frequency
- Haste/Slow status effects modify turn speed
- Charged spell system for long-cast abilities
Ability System
- ScriptableObject-based - no code required
- Melee, ranged, and magic abilities
- Class restrictions per ability
- Dynamic weapon properties for basic attacks
- MP cost system
- Min/max range and vertical range
- AoE patterns: Square (2x2, 3x3, 4x4, 5x5), Cross, Line, All Map, Custom
Status Effect System
- Flexible status effects - Poison, Regen, Haste, Slow, Stop, Sleep, etc.
- Per-turn effects (damage/healing over time, stat drain)
- Combat modifiers (accuracy, damage taken, recovery time)
- Behavioral flags (prevents movement, prevents actions, confusion, berserk)
- Special properties (auto-revive, reflect magic, floating)
- Death countdown (Doom mechanic)
AI System
- Utility-based AI with configurable scoring
- Tactical decision-making (movement, targeting, ability selection)
- Buff/debuff evaluation with context awareness
- AoE optimization (maximize enemies hit, minimize friendly fire)
- Threat assessment and target prioritization
- Personality system (courage, conviction affect behavior)
- Designer-friendly - all scoring values exposed in ScriptableObjects
Equipment System
- Weapons (swords, bows, staffs, shields)
- Armor (head, chest, hands, legs, feet, accessory)
- Class restrictions per item
- Stat bonuses from equipped gear
- Weight system affects recovery time
- Two-hand vs dual-wield support
Unit Management
- Class system (Fighter, Archer, Knight, Mage, Priest)
- Comprehensive stats (HP, MP, Str, Vit, Dex, Agi, Int, Res, etc.)
- Status tracking (Alive, KO, Dead)
- KO mechanics - units become permanently dead after 3 KO’d turns
- Revival system with items/abilities
- Affiliation system (Ally, Enemy, Neutral)
Developer Features
- State machine architecture for battle flow
- Undo/redo system for cursor navigation
- Debug logging with category filtering
- Editor validation catches common setup mistakes
- Helpful error messages guide proper configuration
- Modular design - use what you need
Use Cases
Wayfinder is ideal for:
- Isometric tactical RPGs (FFT, Tactics Ogre style)
- Grid-based strategy games with complex combat
- Turn-based tactics games with positioning
- Roguelike tactics games
- Puzzle-combat hybrid games
Architecture
Wayfinder uses a clean, modular architecture:
- ScriptableObjects for data (abilities, items, status effects, AI config)
- State machines for battle flow and unit behavior
- Singleton managers for global systems (BattleStateManager, AIManager, CombatCalculator)
- MonoBehaviours for scene objects (Units, Tiles, UI)
What Wayfinder Doesn’t Include
Wayfinder focuses on tactical battle systems. It does not include:
- Story/dialogue systems
- Overworld exploration
- Character creation UI
- Inventory management UI (data structures only)
- Save/load system
- 3D models or animations (works with your art pipeline)
- Audio/music systems
Next Steps
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