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Eye of the Nile Docs
Everything you need to know to get started!
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Updated 1/27/2025.
A vertical fire that’s tall but thin. This version is used by the fire ability set’s defense ability.
There is a prefab for each of the five levels Geb's ability set has for each prefab listed here, so I won't list each individual one.
With Geb's offense ability, Horus can throw a projectile that spawns an Earthquake zone [lvl 1-5] on collision. Each level has a better earthquake zone.
With Geb's offense ability, Horus can throw an Earthquake Projectile [lvl 1-5] that spawns an earthquake zone, slowing and damaging any entities inside it. Each level does more damage and lasts for longer.
With Geb's utility ability, Horus can spawn a rock platform beneath him that despawns after a certain amount of time. Each level increases the duration of the platform existence.
With Geb's defense ability, Horus can spawn a rock wall in front of him that prevents enemies from getting past. The wall has a certain amount of health, and starting at level 2, moves forward slowly. Each level increases the health and movement speed of the wall.
A basic melee enemy with a patrol zone attached. This enemy will walk between the two points of the patrol zone until the player is in range. Then it will chase the enemy until it’s close enough to hit the player, and then start attacking.
A slower projectile that Skeleton Guy.prefab uses.
A version of boulder.prefab that is adapted to be a projectile.
A boulder that the rolling boulder trap can spawn, forcing the player to run away.
This is a very basic projectile used to test the functionality of projectiles. It is a bullet.
A basic projectile that can set entities on fire.
A common, slow moving enemy that has weak attacks and health. They are intended for the player to fight several of them at once.
A big mushroom guy who can summon smaller mushroom guys (Mushroom Mini.prefab) to swarm the player.
A smaller mushroom guy that Mushroom Guy.prefab can spawn. They have less health and cannot spawn their own mushroom minis.
A patrol zone that can be attached to an entity with a BasicEntityController.
This is the player itself. The player is one of the most complicated objects in the game, with many scripts attached. Based on the user’s input, it will move, attack, etc.
A basic ranged enemy with a patrol zone attached. This enemy will walk between the two points of the patrol zone until the player is in range. Then it will chase the enemy until it’s close enough to shoot the player, and then start shooting.
A big skeleton enemy that can do both ranged and melee attacks.
A soft collider that can be added as a child to any entity. Allows for other objects to pass through this object, but push them out if they stay inside this object. For example, a player can pass through a pot or an enemy, but will be pushed away if they try to stand inside it. Think of how animals in Minecraft push each other around when there's too many in a small area. Only applies to objects on the "Push" layer.
A projectile that does no damage but pushes entities away.
For more details on Geb's bossfight, see the concept doc in Resources.
A rock that falls from the sky and spawns an Earthquake zone [lvl 1-5] on impact. Used in the thrid phase of Geb's bossfight.
A wall that Geb can spawn to block attacks. Used in the second phase of Geb's bossfight.
Particles generated from earthquake zones created by Falling Earthquake Rock.prefab. Used in the third phase of Geb's bossfight.
The version of the rock golem entity that geb spawns during his his bossfight. Used in the first phase of Geb's bossfight.
A rock projectile that spawns a Rock Golem (geb).prefab on impact. Used in the first phase of Geb's bossfight.
Debris that spawn from Geb Wall.prefab when it's destroyed. Used in the second phase of Geb's bossfight.
Basic damage particles currently used by the player and some of the enemies.
Particles that spawn when a boulder breaks.
There is one AudioManager in every scene. It is a persistent object that does not get destroyed between scenes (and destroys any that might already exist in a scene), carrying with it any music that was already playing. On the AudioManager, is a path to every possible sound file the game may need to use, so it can be played via script. These files can be added to the AudioManager prefab (please add to the prefab, not the instance in the scene you have open) in the Unity Editor.
There is one DataManager in every scene. It is a persistent object that does not get destroyed between scenes (and destroys any that might already exist in a scene), carrying with it important data that can be retained seamlessly across scene changes. This way, if the player loads a new scene by going through a door, the player object can get its health from the DataManager, thus “remembering what health it had.” See DataManager.cs for documentation on the functionality.
This is a deprecated prefab only used in the first test level.
This prefab allows the player to warp to a different location, or even a different scene, using the warp system. This is used to create doors and entrances.
If the player enters its trigger zone (walks in front of it), it will shoot a projectile. This one faces to the left.
If the player enters its trigger zone (walks in front of it), it will shoot a projectile. This one faces to the right.
An object that spawns rolling boulders that the player will have to dodge.
A tile with an ObjectHealth script that can be damaged and broken. Currently only for aesthetics.
A spike that hangs from the ceiling until a player walks under it, triggering it to fall. It’s destroyed when it hits something, and deals damage to whatever it hit if it has an ObjectHealth script.
A shrine to Thoth that when interacted with, will turn it to night time.
A solid platform of rock that you can temporarily stand on before it despawns. Used by the rock ability set’s utility ability.
A solid wall of rock that temporarily blocks enemy attacks and movement before despawning. Used by the rock ability set’s defense ability.
A tile that deals damage when walked on.
A shrine to Ra that when interacted with, will turn it to day time.
A vertical fire that’s tall but thin. This version can be placed in the world using the tile system.
This object has multiple functionalities. If the player interacts with it by pressing the interact key, it sets your spawn point next to it and changes color. If the player interacts with it by holding the interact key, they will get warped to the skyhub - a place where they can talk to different gods and manage their abilities.
A ball of spikes attached to a chain that will damage the player if it comes in contact with it.
A platform that moves along a predetermined path continuously.
A tile that when stepped on by entity, launches it into the air.
A rectangular block that attempts to crush the player if it goes under it, dealing damage in the process. The underlying functionality is similar to the Falling Spike.prefab.
An axe that continuously swings back and forth from a fixed point, damaging the player if it comes into contact with it.
A canvas containing the background images, such as the day and night skies.
A canvas containing all the default HUD elements, such as the player’s health bar, ability hotbar, soul counts, and interaction progress bar.
An item in Ma’at’s ability inventory that represents an individual ability set. Can be dragged around the screen, and will drop into a new slot if dropped close enough to it.
A slot Ma’at’s ability inventory, accessible in the skyhub. Derives from InventorySlot.prefab.
An icon representing an ability in the ability hotbar.
A slot for a AbilityImageUI.prefab in AbilitySlots.prefab.
The ability hotbar that shows your active abilities in the bottom left of the screen.
A generic inventory slot that can be added to any future UI.
A simple prefab that is just a red box with text on it. Used for testing and example abilities.