
A top-down view, 6-wheel armored vehicle shooter inspired by Mako from Mass Effect.
Impact
- Built a complete, self‑contained gameplay loop that showcases advanced vehicle mechanics, AI, and UI.
- Achieved >30 FPS on mid‑range hardware by using object pooling for all projectiles and DOTween for timed animations.
- Demonstrated a modern event system (ScriptableObject + Action events) that decouples gameplay logic from UI, making the codebase easy to extend.
Tech stack
Unity 6 | C# | .NET | VSCode | DOTween | Git | Blender
What I did
- Vehicle & Controls – WASD movement, nitro boost, camera follow, heat‑based engine animation (flames under the Mako).
- Weapon System – Main cannon with overheating logic, machine‑gun burst, missile launcher; all instantiated via a factory and pooled to avoid GC spikes.
- Enemy AI – Turrets that shoot at you automatically; Crab monsters powered by a simple state machine: Idle → Pursue → Attack → Die.
- Radar & Signal Towers – Radar shows enemies and bonus boxes; signal towers block the radar until destroyed, adding tactical depth.
- UI / HUD – Health, shield (auto‑regenerating), overheat meter, radar overlay, entity scanner that displays an enemy’s name and health when aimed at it.
- Main Menu – Sound settings, Play button, separate “Mako” view; settings are not yet serialized but the UI is ready for future persistence.
- Visuals & Effects – Rotating bonus boxes (DOTween), bullet trails, particle effects on missile impact, heat glow on the cannon when overheating.
Design patterns
- Factory (a separate entity responsible for bullet creation).
- Object Pooling (optimization technique for bullet management).
- Observer (enables loose coupling between gameplay systems and UI).
- State machine (controlling enemy AI transitions).
Key decisions
- Object pooling for all projectiles → eliminates runtime allocations, keeps frame rate stable.
- DOTween for rotating bonus boxes and other timed animations → clean, performant tweens without custom coroutines.
- ScriptableObject events to replace hard‑coded callbacks → scalable event handling across scenes.
- Radar signal blocking mirrors Mass Effect’s tactical gameplay, providing a familiar yet fresh mechanic.
- Vehicle heat feedback (flames + overheat meter) gives instant visual cues and encourages strategic weapon use.
See More
Github: https://github.com/tall-horse/Pahutich-Project-Mako
Play Project Mako: https://pahutich.itch.io/project-mako