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Arena Survival Prototype

A small real-time gameplay prototype built in Unity focused on responsive player movement, enemy spawning systems, and gameplay state management.

This project was developed as a focused gameplay engineering exercise exploring modern Unity workflows, real-time systems, and scalable gameplay architecture.


Gameplay Demo

Watch Gameplay Demo


Screenshots

Gameplay Overview

Gameplay Overview

Enemy Swarm

Enemy Swarm

Game Over UI

Game Over UI


Gameplay Overview

The player survives inside an enclosed arena while enemies continuously spawn and pursue the player. Enemy spawn frequency increases over time, gradually increasing difficulty until the player is overwhelmed.

The prototype includes:

  • Responsive player movement using Unity's Input System
  • Smooth player-facing rotation during movement
  • Enemy AI pursuit behavior
  • Dynamic enemy spawning and difficulty scaling
  • Game over and restart systems
  • UI overlay and survival timer
  • Prefab-driven enemy architecture

Controls

Input Action
WASD / Arrow Keys Move
R Restart after game over

Technologies Used

  • Unity 6.3 LTS
  • C#
  • Unity Input System
  • Rigidbody Physics
  • TextMeshPro
  • Git / GitHub

Technical Features

Gameplay Systems

  • Real-time player movement and camera follow system
  • Physics-based enemy pursuit logic
  • Difficulty scaling through adaptive spawn timing
  • Centralized game state management

Architecture

  • Prefab-driven enemy spawning workflow
  • Organized scene hierarchy and script structure
  • Serialized Inspector-driven configuration
  • Separation of gameplay, UI, camera, and spawning systems

UI

  • Survival timer
  • Game over overlay
  • Restart prompt

Project Structure

Assets
├── Materials
├── Prefabs
│   └── Enemies
├── Scenes
├── Scripts
│   ├── Camera
│   ├── Enemies
│   ├── Managers
│   ├── Player
│   └── UI
└── UI

Future Improvements

Potential future improvements include:

  • Object pooling for enemy spawning
  • Character animation integration
  • Audio and visual effects
  • Additional enemy behaviors
  • Main menu and pause systems
  • Score tracking and persistence

Development Notes

This prototype was intentionally scoped as a focused gameplay engineering exercise emphasizing:

  • clean gameplay systems
  • maintainable Unity architecture
  • iterative development workflows
  • real-time responsiveness and player feedback

Author

Joshua Lanman

LinkedIn: Joshua Lanman

About

Unity 6 gameplay prototype featuring real-time player movement, enemy spawning systems, gameplay state management, and difficulty scaling.

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