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Source maintainer: NicoRuedaA · Revision: d16e999f71b3 · Catalogued: 2026-10-12

Source license: Documentation license not confirmed · Article: Independent introduction

This is an independently written project introduction, not a reproduction or translation of the README. Documentation permission is unconfirmed or limited in scope. Read the linked repository for the full instructions. Feature and progress claims come from the source documentation and have not been independently playtested here.


Wildbound is an original third-person prototype for Unity 2022.3.9f1 using the Built-in render pipeline, aiming to generate a playable valley entirely from code without external paid assets. The scene spans roughly 150×150 metres and includes forest, a walkable decorative lake, a plateau with a ramp, a camp and nine initial encounters drawn from three species. Characters and environment are assembled from primitives, toon materials and procedural animation; it is explicitly a prototype base rather than a finished game or a graphical reproduction of any existing title.

In play, the user can move, run, jump and dodge, issue attack orders to a companion, and capture creatures in real time by throwing capsules, without a turn-based mode. Capsules and attacks have collision, abilities have wind-up and cooldown, and defeated creatures grant experience to the companion. The camp restores the team and refills at least twenty capsules, while wild creatures respawn gradually. Saving writes JSON to Application.persistentDataPath, storing team, levels, XP, creature health, capsules, selection and trainer position, but not each wild creature’s state or the trainer’s health.

Technically, the README states the AI uses direct steering with CharacterController and may get stuck behind obstacles. NavMesh, climbing, gliding, audio, gamepad, multiplayer, world streaming and skeletal animation are absent, and the lake is visual only with no swimming. Throwing and probability mechanics are adapted from PokemonCatcher, with collection fixed through independent records of destroyed objects; Open-World-Pokemon serves only as an organisational reference. The README notes the authoring environment lacked Unity, so Play Mode was never run and no executable was produced; only C# structure and syntax were reviewed, and testing per Documentation/PLAYTEST.md remains pending.