The Line Zen Futurae
The Line Zen Clone: Unity Project Breakdown
Part of my Futurae teaching intervention. Second student project: Unity recreation of The Line Zen highlighting core programming concepts and system design.
Core Features
๐ Game State Management
- UnityEvent-driven state transitions (Menu/InGame/Pause/GameOver)
- Singleton implementation with scene persistence
๐ฎ Input & Movement
- Horizontal-only control via Rigidbody.position manipulation
- Input smoothing with axis clamping and dead zones
- Continuous collision detection + interpolation for fluid motion
๐ Procedural Generation
- Runtime obstacle spawning with prefab variations
- Object pooling for segments and physic objects
๐ฅ Collision System
- Layer-based interactions with physics material tuning
- Tag-driven responses (e.g., "Obstacle" triggers game over)
Key Programming Takeaways
โก Event-Driven Design
- Decoupled systems via Event subscriptions
- State changes broadcast across components without direct references
๐ง Physics Optimization
- FixedUpdate for movement vs Update for input polling
- Rigidbody interpolation + Continuous Dynamic collision mode
๐ฆ System Architecture
- Singleton & Observer patterns
- SOLID principles
๐พ Data Flow
-
JSON serialization wrapped with
PlayerPref
- Prefab variant system for obstacle modularity
Published | 6 hours ago |
Status | Released |
Platforms | HTML5 |
Author | LaCrearthur |
Made with | Unity |
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