Skip to content

Latest commit

 

History

31 Commits

Folders and files

NameName
Last commit message
Last commit date
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

Chronoforge

A premium build order editor for Unity.

Author, simulate, validate, compare and export build orders for RTS, colony sims, tactical and management games — faster than a spreadsheet or a text file.

Unity Release License UPM Code style


Chronoforge is a dedicated editor tool, not a runtime gameplay system. It gives designers a keyboard-first workspace to plan opening sequences with live validation and a visual timeline, on top of a clean, generic data model that no single game is baked into.

Stop iterating build orders in a spreadsheet. Forge them.

Features

Three-column workspace Step list · step details · timeline + validation, all live.
Keyboard-first Insert steps with 16, navigate with arrows, multi-select, copy/cut/paste across assets, duplicate, delete — all without leaving the keyboard.
Templates Flag any build order as a template, then append or replace from it in one click.
Benchmarks Author timing/supply checkpoints ("Factory by 2:24 at 23 supply"); live pass/fail per checkpoint and markers over the timeline.
Live validation 12 rules — timing, supply, cost, prerequisites, branches, duplicates, incomplete data — surfaced without blocking editing.
Clean-build analysis Opt-in execution-quality checks: supply blocks, idle production, resource stockpiling, worker gaps — the things a spreadsheet can't tell you.
Lightweight simulation Timeline, cumulative supply, and resource shortfall against an optional per-resource economy model.
Conditional branches Named variation lanes gated by designer-authored conditions.
Tags and filtering Reusable coloured labels, toggle-chip filtering by tag, and instant text search over the step list.
Import / export Schema-versioned JSON round-trip, CSV import, and a readable text share format.
Snapshots Capture state for history, restore, and planned-vs-actual comparison.
11 native step types Unit, Building, Upgrade, Economy, Scout, Attack, Expand, Tech, Defense, Note, Custom.

Screenshots

Coming soon — open the package in Unity 6 and drop editor captures here.

Installation

Via Unity Package Manager (git URL)Window ▸ Package Manager ▸ + ▸ Add package from git URL:

https://github.com/Nekuzaky/Chronoforge.git?path=/Packages/com.nekuzaky.chronoforge

Or clone this repository and open it directly in Unity 6 (6000.0+). The package lives at Packages/com.nekuzaky.chronoforge/. No external dependencies.

Quick start

  1. Create an asset: Assets ▸ Create ▸ Chronoforge ▸ Build Order (or right-click in the Project window).
  2. Double-click it, or press Open in Chronoforge in the inspector.
  3. Add steps from the toolbar or with the number keys, edit in the details panel, and watch validation and the timeline update live.
  4. Export to JSON or text to share — or import an existing JSON or CSV build order.

Want to see it running? Chronoforge ▸ Create Demo Scene builds a sample build order and a scene, wired end to end; press Play to watch it play back with the in-game overlay and a scrub/speed transport.

Keyboard shortcuts

Key Action
16 Insert Unit / Building / Upgrade / Economy / Tech / Note after the selection
Move the selection
Ctrl + C / X / V Copy / cut / paste steps — works across assets and sessions
Ctrl + D Duplicate selection
Del Delete selection
Click + Shift / Ctrl Multi-select steps
Drag Reorder steps (when no filter is active)

Architecture

Chronoforge enforces a strict runtime / editor separation so its logic is testable and reusable by the in-game overlay or a companion app.

Packages/com.nekuzaky.chronoforge/
├── src/
│   ├── Runtime/          Chronoforge.Runtime  (no UnityEditor dependency)
│   │   ├── Data/         Asset, Step, Branch, Condition, Requirement,
│   │   │                 ResourceCost, Tag, Benchmark, Snapshot
│   │   ├── Evaluation/   Validator, Simulator, clean-build analyzer, queries
│   │   └── Serialization/ schema-versioned JSON, CSV import, clipboard, text
│   └── Editor/           Chronoforge.Editor  (UI Toolkit)
│       ├── Panels/       list, details, timeline, benchmarks, clean build,
│       │                 structure, templates, compare, history, validation,
│       │                 export, quick-add, search
│       └── UI/           USS theme + palette
├── Overlay/              Chronoforge.Overlay — in-game companion HUD
├── Demo/                 Chronoforge.Demo — demo driver for the overlay
├── Tests/                Chronoforge.Tests — edit-mode NUnit suite
├── Samples~/             JSON starter templates
└── Documentation~/
  • Chronoforge.Runtime — data models plus all business logic (BuildOrderValidator, BuildOrderSimulator, BuildOrderCleanBuildAnalyzer, BuildOrderSerializer). UI-agnostic and unit-testable.
  • Chronoforge.Editor — the UI Toolkit workspace. Panels are decoupled VisualElements wired through a single BuildOrderEditorContext; no build-order logic lives here.
  • Chronoforge.Overlay — runtime UI Toolkit HUD driven by the host game's clock.

Data model

Type Role
BuildOrderAsset The document: metadata, steps, branches, tags, benchmarks, resource model, snapshots.
BuildOrderStep A single planned action — id-stable and self-describing.
BuildOrderBranch / BuildOrderCondition A named variation lane and its gating condition.
BuildOrderRequirement A prerequisite pointing at a step / resource / key.
BuildOrderResourceCost Per-resource cost lines + the economy rate model.
BuildOrderBenchmark A timing/supply checkpoint the build aims to hit.
BuildOrderSnapshot Timestamped serialized copy for history / comparison.

Roadmap

  • Runtime foundation — data model, validation, simulation, serialization
  • UI Toolkit editor workspace — list, details, timeline, validation, export
  • Benchmarks — checkpoint authoring, live pass/fail, timeline markers
  • Full branch / tag / prerequisite editors
  • Planned-vs-actual comparison (diff against snapshots)
  • CSV import (spreadsheet migration)
  • Snapshot restore from history
  • Edit-mode test suite
  • Clean-build execution analysis
  • In-game overlay companion (runtime UI Toolkit)
  • Multi-select, cross-asset copy/paste, templates
  • Asset Store packaging — screenshots, listing, submission

Contributing

See CONTRIBUTING.md for the branch model, commit convention, and code style. In short: feature/* → PR into develop → release into main; runtime stays free of UnityEditor; public fields use m_, private use _; zero coroutines.

The analysis layer follows the NASA/JPL "Power of 10" rules adapted to C#/Unity — bounded loops, no recursion, no allocation in hot paths, validated parameters, small functions. Each rule and how it's applied is documented in Documentation~/coding-standard.md.

License

MIT © nekuzaky

Contact

Website: www.nekuzaky.com · Email: contact@nekuzaky.com

About

A premium build order editor for Unity — author, simulate, validate, compare and export build orders for RTS, colony sim, tactical and management games.

Topics

Resources

Contributing

Stars

0 stars

Watchers

0 watching

Forks

Releases

Sponsor this project

Contributors

Languages