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

๐Ÿ”„ Game State Management

  • UnityEvent-driven state transitions (Menu/InGame/Pause/GameOver)
  • Singleton implementation with scene persistence

๐ŸŽฎ Input & Movement

  • Horizontal-only control via Rigidbody.position manipulation
  • Input smoothing with axis clamping and dead zones
  • Continuous collision detection + interpolation for fluid motion

๐ŸŒ€ Procedural Generation

  • Runtime obstacle spawning with prefab variations
  • Object pooling for segments and physic objects

๐Ÿ’ฅ Collision System

  • Layer-based interactions with physics material tuning
  • Tag-driven responses (e.g., "Obstacle" triggers game over)

Key Programming Takeaways

โšก Event-Driven Design

  • Decoupled systems via Event subscriptions
  • State changes broadcast across components without direct references

๐Ÿ”ง Physics Optimization

  • FixedUpdate for movement vs Update for input polling
  • Rigidbody interpolation + Continuous Dynamic collision mode

๐Ÿ“ฆ System Architecture

  • Singleton & Observer patterns
  • SOLID principles

๐Ÿ’พ Data Flow

  • JSON serialization wrapped with PlayerPref
  • Prefab variant system for obstacle modularity

Sources: https://github.com/LaCreArthur/FuturaeTheLine

Published 6 hours ago
StatusReleased
PlatformsHTML5
AuthorLaCrearthur
Made withUnity

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