Spellic is a 2.5D Wizard Shooter. This is the official modding repository. Currently you can create custom maps for Spellic, but more will come.
- Unity Version 2021.3.10f1
- Windows Build Support
- Linux Build Support
- OSX Build Support
- This repository
- To publish your Mod, you need to download the
Spellic Workshop Toolsin your Steam Library. - Git Installation
We provide many different utility classes for map creation, which we will develop further with ongoing development of Spellic. Most of these classes and tools are the same ones that we use to create built in maps, however we cannot guarantee that every tool that we build will be available as a utility class for creating maps.
To read more about the utility classes, click here.
The MOST IMPORTANT utility. Unity has a bug, where your map won't render correctly. With the shader fixer appended to any root object, all objects inside this root object will have their shaders "fixed". This object sets the shader you used to the shader found inside the games runtime. I cannot confirm if custom shaders work.
Your Map needs to have exactly one Main Camera, and it has to be tagged as one.
The ModInfo JSON is bundled inside your mod folder and used for metadata and asset loading. You can read about the ModInfo JSON here.
A list of all supported API Versions can be found here.
Your map can be compatible with many different game modes. If you have a custom game mode, you can add the modId to the list of valid game modes. If you don't, you can use the following list of built in game modes:
- TDM
- FFA
- CTF
- PVE
Currently available mobs are:
- Rat
- VoidSlime
- FireSlime
- Skeleton
- Zombie
- CryptoBro
Mirror is the Networking Library of Spellic. We use Mirror for synchronizing data between clients and servers. Some scripts need Mirror and the Network Identity Component and will attach it on apply.
If you get an error loading up your map, it's probably because Mirror thinks you should resave & rebuild your scene, until every component with a Network Identity has it's own SceneId. It is however important to never encapsule multiple Network Identities in another.