Project Mako

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

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