Unity.QuickDuel
Two duelists face each other and wait. The moment comes. Whoever strikes first wins.
That's the whole game:
- A 3-2-1 countdown.
- A standoff of unknown length (3 to 6.5 seconds).
- The cue: the screen flashes and a blade is drawn.
- Both players hit their key. The faster reaction wins.
- 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.