Unity.QuickDuel

Two duelists face each other and wait. The moment comes. Whoever strikes first wins.

That's the whole game:

  1. A 3-2-1 countdown.
  2. A standoff of unknown length (3 to 6.5 seconds).
  3. The cue: the screen flashes and a blade is drawn.
  4. Both players hit their key. The faster reaction wins.
  5. Strike before the cue and you lose.

Layout

Path What
Assets/Unity.QuickDuel/Core Engine-free duel rules (Duel, DuelSettings, DuelResult)
Tests/Core.Tests NUnit tests for the rules, run outside Unity
docs/BIBLE.md Game design: what the game is and isn't, the round, judging, and the project laws
docs/ORIGINS.md Where the idea comes from: Samurai Kirby, then the old Bushido Coda builds

Build and test

Open the folder in Unity 6000.4.3f1. Test the rules without the editor:

dotnet test Core.slnx

Build the Windows player to Build/QuickDuel/QuickDuel.exe (exits non-zero on failure):

powershell -File deploy.ps1

Controls: left player A or gamepad 1 south button, right player L or gamepad 2 south button, Space or Start begins the next round. Tab or Select (between rounds) cycles local PvP and vs AI (Easy, Normal, Hard; the AI plays the right side). A match is best of 3.

Rounds are judged by input event timestamps, not by frame, so the frame rate can't decide a duel.