A systems-focused strategy prototype built in Unity that explores scalable architecture for tile-based colony simulations.
This project emphasizes gameplay systems over visual polish, demonstrating how modular mechanics can interact to create an emergent strategy experience.
Rather than building a full game, this prototype was developed to explore strategy-oriented gameplay systems such as:
- Hex-grid based world architecture
- Modular building placement rules
- Fog-of-war exploration
- Resource economy pipelines
- Energy production / consumption constraints
- Tile data management
The goal was to design systems that are scalable, maintainable, and expandable, mirroring production-minded engineering practices.
- Hex-based coordinate system
- Tile-driven data structure
- Designed for large-scale expansion
- Ghost preview with placement validation
- Rule-based construction logic
- Dynamic resource capacity recalculation
- Tick-based production model
- Storage limits influencing growth
- Multi-resource dependency chains
- Tile discovery mechanics
- State-driven visibility
This prototype reflects my interest in designing gameplay systems that prioritize interaction, scalability, and systemic depth rather than scripted behavior.
It represents my approach to engineering-first game development.
- Unity
- C#
- Tile / Grid Architecture
- Systems Design
- Simulation Logic
Unity 6000.2.6f2
Some large third-party assets were excluded to keep the repository lightweight and focused on source systems.
Developed as a gameplay systems exploration project.
