About...
My UpgradeGame
Making A UpgradeGame Prototype
the aim of my project was to learn about indie releasing procces and how to code a well structured and orgnized prototype with a solid code base.
the aim of my project was to learn about indie releasing procces and how to code a well structured and orgnized prototype with a solid code base.
This project demonstrates a well-structured, scalable approach to building core gameplay systems in Unity using clean, modular code. It includes a variety of interconnected systems such as player inventory management, upgrade mechanics, scene transitions, timers, and dynamic UI updates—all of which work together to support a streamlined gameplay loop. Key systems like the upgrade mechanic use ScriptableObject-based data structures, making content easy to manage, extend, and balance without hardcoding. Input handling for 2D click detection is integrated with world-space logic, allowing players to interact intuitively with upgradeable game elements. The upgrade system is designed with resource validation, upgrade tier tracking, and immediate UI feedback to maintain consistency and clarity for the player. The timer system adds time-based gameplay pacing, using clean formatting and scene transitions to drive time-limited challenges. Meanwhile, the inventory-display code ensures live feedback through UI elements like TextMeshProUGUI, keeping the player informed in real time. Overall, the code shows an understanding of Unity best practices—using components, references, serialization, and modular design to build systems that are extensible and relatively easy to maintain. While there’s room for refinement, the foundational architecture supports scalability, making it a strong base for further content and polish.