Project dossier / systems record

Deviloper

A Unity combat-system project focused on enemy waves, predictive targeting, and reusable runtime objects.

Project archiveCase study
Deviloper logo on a black background.Archive capture
Category

Unity

System focus
  • Wave combat
  • Predictive targeting
  • Object pooling
Public project material

Public build and repository available.

Project record
01
Project overview

What the build is about.

Survive waves of enemies across staged arenas. The run ends when enemies touch the stronghold; each stage controls how many enemies spawn and how the pressure escalates.

02
What I built

Player-facing systems.

  • AimBot predicts enemy locations and shoots.
  • Electric fence slows enemies.
  • Aura deals constant damage within its area.
  • Coins upgrade abilities; health restores the stronghold.
  • The stronghold stops protecting the player when its health reaches zero.
  • Approaching the computer opens the slide-in upgrade menu.
03
How it works

How the systems were structured.

  • Power-up upgrade system using the Observer pattern.
  • Object pooling for bullets and enemies.
  • Factory pattern for spawning.
  • Scalable stage structure for controlling each state’s properties.
Project context

The project in practice.

Deviloper is built around defending a stronghold through staged enemy waves. The run becomes harder as each stage changes the number of enemies and the pressure placed on the player’s defences.

Combat is shaped by a predictive AimBot, an electric fence that slows enemies, and an aura that deals damage at close range. Coins feed back into upgrades, while health restores the stronghold and keeps the defence loop active.

Flagship system note

Challenge. Approach. Result.

01

Challenge

Keep repeated waves and escalating pressure readable while avoiding unnecessary runtime object creation.

02

Approach

Stage properties control the encounter flow, while object pooling, factory spawning, and predictive targeting support the combat loop.

03

Result

A public playable build and repository let visitors inspect the game and its implementation context.

Available material

Public captures, repositories, playable builds, and project links are collected here where available.