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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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