TYTEBIT
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A MODULAR UNITY FRAMEWORK

Build games
with intent.

TyteBit is a pure C# framework for responsive, state-driven gameplay. Compose characters, combat, feedback, and game flow from systems designed to work together.

01 COMPOSITION FIRST02 BUILT IN UNITY03 MADE FOR PLAY
TyteBit beat ’em up project open in the Unity editor
WASTE RIGGER 6 / UNITY EDITOR
TB—001
DETERMINISTIC MOVEMENT✳STATE-DRIVEN LOGIC✳EDITOR-AUTHORABLE✳FEEDBACK-RICH PLAY✳DETERMINISTIC MOVEMENT✳STATE-DRIVEN LOGIC

One framework.
Many ways to play.

TyteBit started with a simple goal: make game behavior easier to build, inspect, and change. Its systems are modular by design, so the same foundation can support a brawler, a new genre, or the next idea.

Movement stays deliberate. States own behavior. Feedback makes actions legible. The editor remains part of the creative process.

01

Deterministic by design

Kinematic movement keeps character control direct, predictable, and tunable.

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02

Behavior as building blocks

Switchable states let characters and scenes change behavior without becoming monoliths.

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03

Made to be authored

Expose hooks, controls, and configuration in the editor, where iteration happens.

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04

Feel is part of the system

Animation, perception, and feedback connect to gameplay as modular systems.

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Build from the
inside out.

Characters are assembled from focused systems. States define what happens next. Shared services connect play to the larger game.

STATE SYSTEM05 / SWITCHABLE

Give behavior a clear home.

Character, mental, emotional, and scene states keep logic focused and runtime-switchable.

CombatAIEmotionScene flow

From input
to impact.

Core systems link moment-to-moment control with the larger rhythm of a game.

SYS.01
⌁

Character control

Movement, perception, animation routing, and character states.

TB_CharacterController ↗
SYS.02
◉

Combat & response

Composable moves, hit reactions, health, and feedback dispatch.

TB_State ↗
SYS.03
⌘

Player & camera

Mapped input and camera framing connect the player to the action.

TB_InputManager ↗
SYS.04
▦

Scene direction

Scene states and wave spawning shape the flow of an encounter.

TB_SpawnerWaveState ↗
A beat ’em up scene inside the Unity editorBUILT WITH TYTEBIT
UNITY · 2020.3
THE CURRENT BUILD

Made for the
fight in front of you.

TyteBit’s modular foundation is being put to work in a stylized 2.5D beat ’em up. The project brings character assembly, combat states, scene direction, and editor-authored systems into a playable world.

2.5DGAMEPLAY
PURE C#FRAMEWORK
MODULARBY DESIGN
TB✳

MAKE THE SYSTEM SERVE THE PLAY.

Start with a system.
Make it feel alive.

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