SOAP RPG Framework provides a complete, data-driven backbone for your RPG, letting you define your game's foundations directly in the editor and iterate on balance during play mode.
Simple, lightweight, and easy to learn. No configuration required: works out of the box with zero setup.
Attributes are the core numerical values that define an entity's capabilities. In most RPGs these include strength, dexterity, intelligence, constitution, etc. You define your own attributes, choosing their names and min/max values as needed.
Group attributes into attribute sets—shareable objects reusable across entities.
Supports both flat and percentage modifiers.
Statistics are derived values that directly affect gameplay, such as Physical Attack, Armor, Crit Chance, and movement speed. Define custom statistics and organize them into sets tailored for each entity. Statistic sets can be modular—for example, create separate sets for movement, offense, and defense, then assign only what's relevant to each entity.
Statistics can scale with attributes. Define how each statistic scales based on one or more attributes.
Like attributes, statistics can have lower and upper bounds.
Statistics support flat and percentage modifiers, plus powerful stat-to-stat modifiers. Create buffs/debuffs that change a statistic based on another statistic's value.
Define custom level progression curves and experience requirements for each level.
If an entity doesn't level up, set fixed base stats and attributes. Set up simple entities in seconds.
Classes (like warrior, mage, rogue, etc.) let you define unique progression paths for attributes and statistics. Assign progression curves for each attribute and statistic to each class for distinct play styles.
Balance progression curves in real-time—test and iterate instantly during play mode.
Easily build complex formulas for damage, healing, and other values using stats and attributes. Drag and drop scaling components to visually assemble formulas in the custom inspector.
Formulas are fully customizable. Set a fixed base value or make it scale dynamically with levels. Add scaling components to adjust values based on the caster’s or target’s stats and attributes—or both.
Add and remove temporary scaling components at runtime for advanced mechanics. For example, a potion might grant "Your next base attack deals extra damage equal to 50% of your Constitution." Drinking it adds a temporary scaling component to the base attack formula; after the attack, the temporary scaling component is removed.
Reuse formulas across entities and scenarios for consistency and reduced redundancy.
See the impact of changes instantly in play mode, enabling rapid iteration and fine-tuning of game balance.Game events are ScriptableObjects. Instantiate events in your assets, then drag & drop them into scripts that raise them and into Game Event Listeners that define responses. Testing your game's logic from the inspector is easier than ever.
The framework provides a set of predefined game events (and MonoBehaviour listeners) to get you started quickly:
Game Event Generators are powerful tools for generating C# source code for custom game events. Use the custom inspector to create new event types with up to 4 context parameters—these can be native C# types or your own classes.
Game Event Generators are also ScriptableObjects. Instantiate multiple generators to organize different sets of events for your project. Each generator can manage its own context-specific events.
Available now on the Unity Asset Store: SOAP RPG Framework
Questions, feedback, or bugs? Email us at electricdrill.info@gmail.com.
Extensible health & damage layer integrating with the core framework to handle vitality flow: damage reception, mitigation, healing, death and respawn sequences.
Planned for Unity Asset Store after validation & documentation phases.
Feature requests welcome: electricdrill.info@gmail.com.
No public docs yet. Will follow framework release.
A dynamic layering system for temporary or permanent stat & attribute alterations supporting stacking rules, duration strategies and custom effect logic.
Will enter design phase after Health module release. Store listing TBD.
Early design collaboration: electricdrill.info@gmail.com.
Documentation & demos will appear after prototype milestone.
Each package is fully isolated—only the SOAP RPG Framework is required as a foundation for the others. All modules are modular, testable, designer-friendly, and make minimal assumptions about your project structure. We prioritize ScriptableObject-first, data-driven design, enabling you to tweak and balance your game directly in play mode, without recompilations or code changes.