GAME 1303 — Scripts Needed Per Game
Tier 1 scripts (the shared kit every project starts from) are marked T1. Everything else is listed by the tier it belongs to in the pitch analysis. Cinemachine replaces the old CameraFollow2D idea: no camera script is needed, just a Cinemachine Camera with a Position Composer and a Confiner 2D; CameraTargetAssigner (T1) hooks the player up automatically.
Type A — 2D side-scrolling platformers
Commission Witch — Sylvia Lee
- T1: PlayerController2D, PlayerAnimatorBridge, Health, DamageOnContact, Checkpoint + RespawnManager, Collectible + CollectionTracker + ItemType, CameraTargetAssigner (Cinemachine), SceneLoader, GameManager, AudioManager, HUDController, MovingPlatform, ParallaxBackground
- T2: FloatingEnemy (ghosts), EnemyPatrol
- T4: Door/Lock
- T6: Interactable + InteractionPrompt (order board), ChoiceFlagManager, EndingSelector
- T8: RecipeChecker
Zap Attack!! — Tony Williams
- T1: full kit
- T2: EnemyPatrol, BossController, Hitbox/Hurtbox, Knockback
- T3: Dash, WallSlideJump, RailRide (power lines)
- T4: SpinningSaw, SpikeTrap, ElectricZone, Door/Lock (generator), LevelSelect + LevelUnlockData, TimerHUD + best-time save
- T6: DialogueRunner (hub NPCs)
- T7: SaveSystem
A Spark of Corruption — Kathryn Groover
- T1: full kit
- T2: EnemyPatrol, EnemyChase, MeleeAttack, ProjectileShooter + Projectile (archer/sorcerer), Hitbox/Hurtbox, Knockback, BossController
- T3: Dash, DoubleJump, WallSlideJump, Ladder, CharacterSwapper (4 party members)
- T4: Breakable, Door/Lock
- T6: DialogueRunner (party banter, optional)
Conquer the Cutthroat Course — Nicholas Murley
- T1: PlayerController2D, PlayerAnimatorBridge, Health (lives = 3), DamageOnContact, Checkpoint + RespawnManager, CameraTargetAssigner, SceneLoader, GameManager, AudioManager (funny death SFX), HUDController, MovingPlatform, ParallaxBackground
- T4: SpinningSaw, SpikeTrap, Crusher, FireHazard/AcidPool, ElectricZone
- (No enemies, no collectibles — this is the cleanest Tier 1 + Tier 4 project in the class.)
Hot Air — Julian Vargas
- T1: Health, DamageOnContact, Checkpoint + RespawnManager, CameraTargetAssigner, SceneLoader, GameManager, AudioManager, HUDController (fuel gauge), ParallaxBackground
- T3: BalloonController (replaces PlayerController2D — no ground movement), FuelSystem, GrapplingHook, WindZone2D
- T4: SpikeTrap (mountain peaks), optional MovingPlatform for drifting hazards
Roach Invasion — Joshua Freeman
- T1: full kit
- T2: EnemyPatrol, EnemyChase, FloatingEnemy (flying roaches)
- T3: DoubleJump, Glide (bee), Ladder, CharacterSwapper (4 insects, per-insect Health values)
- T4: SpikeTrap, FireHazard/AcidPool, Door/Lock ("collect all plants")
Stardust — Marcelo Diaz
- T1: full kit minus collectibles (optional)
- T2: EnemyPatrol, MeleeAttack, ProjectileShooter + Projectile, Hitbox/Hurtbox, Knockback, ComboCounter (core mechanic), BossController
- T3: Dash, WallSlideJump
- T4: SpikeTrap, Breakable
The Magnet — Amarion Wilson
- T1: PlayerController2D, PlayerAnimatorBridge, Health, DamageOnContact, Checkpoint + RespawnManager, CameraTargetAssigner, SceneLoader, GameManager, AudioManager, HUDController, ParallaxBackground
- T2: EnemyPatrol, MeleeAttack (or contact damage), Hitbox/Hurtbox, ProjectileShooter (Blaster boss), BossController
- T3: MagnetPull (core mechanic)
- T4: Breakable
Apep's Trial — Lazaro Garcia (3D/2D hybrid)
- T1 (2D mode): PlayerController2D, PlayerAnimatorBridge, Health, DamageOnContact, Checkpoint + RespawnManager, CameraTargetAssigner, SceneLoader, GameManager, AudioManager, HUDController, MovingPlatform
- T3: Dash, DoubleJump, Glide, Sprint
- T5: TopDownMover (top-down mode)
- T6: PuzzleSwitch / PressurePlate / PushBlock
- T7: FirstPersonController (3D mode)
- T8: CameraModeSwitcher (core mechanic — blend between a 3D Cinemachine camera and a 2D one, swap active controller + input action map)
Type B — 2D side-scrolling combat
Missile Man! — Zachary Thompson
- T1: PlayerController2D, PlayerAnimatorBridge, Health, DamageOnContact, Checkpoint + RespawnManager, CameraTargetAssigner, SceneLoader, GameManager, AudioManager, HUDController, ParallaxBackground
- T2: EnemyChase (thugs approach), Hitbox/Hurtbox, Knockback (big values — it's a comedy), ComboCounter (optional), BossController
- T3: Sprint, MomentumLauncher (core mechanic)
MythoClash — Fozaan Sheikh
- T1: PlayerController2D (simple), PlayerAnimatorBridge, Health, DamageOnContact, CameraTargetAssigner (fixed arena — Cinemachine with no follow), SceneLoader, GameManager, AudioManager, HUDController
- T2: MeleeAttack, ProjectileShooter + Projectile, Hitbox/Hurtbox, Knockback, BossController (each monster is effectively a boss)
- T4: LevelSelect + LevelUnlockData
- T6: DialogueRunner (intro / pantheon text)
- T7: SaveSystem
- T8: EncounterManager (fight/skip, 3-skip limit, difficulty roll), ExperienceWallet (Drachma)
Type C — Top-down 2D puzzle
Last Delivery — Chris Acosta
- T1: Health (or one-hit), DamageOnContact, Checkpoint + RespawnManager, Collectible + CollectionTracker (the food), CameraTargetAssigner, SceneLoader, GameManager, AudioManager, HUDController
- T2: EnemyChase (monsters intercept), EnemyPatrol
- T5: TopDownMover or GridMover, LaneSpawner, MazeLoader (optional), DeliveryObjective
- (PlayerController2D is not used — gravity off, TopDownMover instead.)
Weenie(dog) Maze — Jax Keenan
- T1: Collectible + CollectionTracker (treats), SceneLoader, GameManager, AudioManager, HUDController (score/length)
- T5: GridMover, SnakeBody (core mechanic), MazeLoader
- (No Health/Checkpoint — self-collision is the fail state, handled inside SnakeBody. Camera can be a static Cinemachine camera framing the whole maze.)
Type D — 2D narrative / exploration
Anabasis — Andraya Rhoads
- T1: PlayerController2D (or TopDownMover, depending on final view), PlayerAnimatorBridge, CameraTargetAssigner, SceneLoader, GameManager, AudioManager, HUDController (minimal), ParallaxBackground
- T6: Interactable + InteractionPrompt, DialogueRunner + DialogueData, ChoiceFlagManager, EndingSelector, WorldStateSwapper (choices change imagery), PuzzleSwitch / PressurePlate / PushBlock
- T7: SaveSystem
- (Health optional — depends on whether there's any danger; a ghost that can't die is thematically on point.)
Detective Liz: Haunted Case — Mena Rofail
- T1: PlayerController2D, PlayerAnimatorBridge, Health, DamageOnContact, Checkpoint + RespawnManager, CameraTargetAssigner, SceneLoader, GameManager, AudioManager, HUDController (battery + darkness meters)
- T2: EnemyChase, FloatingEnemy (ghosts), LightSensitiveEnemy
- T3: Ladder (or FloorTransition)
- T4: Door/Lock
- T6: Interactable + InteractionPrompt (clues), DialogueRunner, ChoiceFlagManager, EndingSelector, Flashlight2D, DarknessMeter, FloorTransition (five stories)
Type E — Simulation
Cozy Critters — Rhys Watson
- T1: Collectible (food items, optional), SceneLoader, GameManager, AudioManager, HUDController (stat bars), PlayerAnimatorBridge (for the pet — idle/walk states)
- T5: TopDownMover (pet wander, driven by AI not input)
- T6: Interactable + InteractionPrompt
- T7: NeedStat, PetBrain, CareAction, PersonalityTracker, SaveSystem (offline time decay)
- (No PlayerController2D, Health, or Checkpoint. Camera is static.)
Store Simulator — Sanad Ammari (3D)
- T1: SceneLoader, GameManager, AudioManager, HUDController (money, day timer), Collectible + CollectionTracker (stock counting — same pattern, 3D triggers)
- T6: Interactable + InteractionPrompt (3D raycast variant)
- T7: FirstPersonController, PickupCarry, ShelfSlot, Register, CustomerAI (NavMesh), Economy, SaveSystem
- (Only the manager/UI layer of Tier 1 transfers; the rest is 3D-specific. Cinemachine first-person camera or plain Camera on the controller.)
Instructor demo — Cephalopods in Space!
- T1: GameManager, AudioManager, HUDController, SceneLoader
- T8: MultiTaskStation
Tier 1 usage count (which scripts pay off most)
| Script | Games using it |
|---|---|
| SceneLoader, GameManager, AudioManager, HUDController | 17 / 17 |
| CameraTargetAssigner (Cinemachine follow) | 14 |
| PlayerController2D | 12 |
| PlayerAnimatorBridge | 14 (incl. pet) |
| Health + DamageOnContact | 13 |
| Checkpoint + RespawnManager | 12 |
| Collectible + CollectionTracker | 9 |
| ParallaxBackground | 11 |
| MovingPlatform | 8 |