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Mine Dominates (TPS Prototype)

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]


What’s in the project

  • State-driven enemies

    • Enemies run on state-based behavior.
    • Debug panels are kept visible above enemies to make iteration and evaluation easier during development.
  • Animation blending

    • Uses animation blending and blend weights to get smoother transitions and clearer feedback.
  • 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.
  • 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.

What I learned

  • 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.

How to run

  1. Open the project in Unity.
  2. Load the entry scene (menu/game start scene).
  3. Press Play.

(Controls, build steps, and final packaging notes will be added later.)


Notes

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.


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Third Person Shooter prototype

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