Project dossier / systems record

Tanks Battle

A Unity tactical-combat project focused on trajectory shooting, prediction, and gameplay state.

Project archiveCase study
Tanks Battle overhead desert map.Archive capture
Category

Unity

System focus
  • Trajectories
  • Predictive AI
  • State machines
Public project material

Public repository available.

Project record
01
Project overview

What the build is about.

A tank-battle game built around a scalable and easily modifiable gameplay architecture.

02
What I built

Player-facing systems.

  • Joystick movement.
  • Dynamic player shooting.
  • Enemy AI with idle, patrol, chase, and shoot states.
  • Accurate enemy aiming.
  • Achievement system.
03
How it works

How the systems were structured.

  • Singleton pattern.
  • Observer pattern.
  • Factory pattern.
  • MVC structure.
  • State machine.
  • Object pooling.
Project context

The project in practice.

Tanks Battle combines player movement and shooting with enemies that move between idle, patrol, chase, and shoot states. The gameplay centres on aiming across a tactical space while responding to enemy behaviour.

The project was structured to keep combat systems practical to change. Enemy decision states, trajectory aiming, achievements, and reusable runtime objects are separated so the game can grow without collapsing into one tightly coupled loop.

Flagship system note

Challenge. Approach. Result.

01

Challenge

Make player controls, enemy behaviour, trajectory shooting, and progression fit a structure that remains practical to modify.

02

Approach

State machines govern enemy behaviour while MVC, Observer, Factory, Singleton, and pooling patterns separate core responsibilities.

03

Result

The public repository documents the project’s gameplay architecture and tactical-combat systems.

Available material

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