A third-person shooter prototype where I prioritized building a complete gameplay loop first (even if some parts were rough), then improving structure and polish from there. The project is a practical learning sandbox — focused on real systems, real problems, and real iteration 🙂.
Itch.io: [ITCH]
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State-driven enemies
- Enemies run on state-based behavior.
- Debug panels are kept visible above enemies to make iteration and evaluation easier during development.
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Animation blending
- Uses animation blending and blend weights to get smoother transitions and clearer feedback.
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Interfaces (learned through repetition)
- I did end up with some code repetition, but that was a useful step: it made the value of interfaces (and better separation of responsibilities) very clear.
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Singleton + events
- I learned and adopted a Singleton structure mid-project.
- This helped me understand why event timing / event race conditions matter in gameplay flow.
- Repetition can be useful: it exposed weak coupling points and made the importance of interfaces obvious.
- Singletons are powerful but can create hidden dependencies if you don’t respect event order and timing.
- Debug visibility is underrated: keeping state/debug info in-world speeds up iteration and makes issues easier to catch.
- Animation blending/weights aren’t just visuals — they strongly affect how responsive and readable the game feels.
- Open the project in Unity.
- Load the entry scene (menu/game start scene).
- Press Play.
(Controls, build steps, and final packaging notes will be added later.)
This is a learning-focused prototype, but I aimed to keep it structured enough to grow without collapsing under its own weight. The guiding rule was: finish a full loop first, then refine.