Assorted Game System Demos (Unity)

Screen recordings of different projects demonstrating the implementation of common game systems, such as recycling and endless terrain systems, task queuing, appointment mechanics, dialogue menu (that handles branching, looping, and events), dynamic weather system, inventory system with nestable items, and finally some Unity particle systems generating a close-up view of a star and some simple fireworks.

Endless Racer

Go fast! Don't hit buildings. Top speed increases slowly over time, escalating difficulty. Population density of structures increases over distance traveled to escalate difficulty. Object recycler reuses buildings as they move off screen.
[Race Forever Gameplay]
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Tasking System

This minigame demonstrates a character tasking system similar to the EA game "The Sims." Task queue enables tasks to be "stacked," which the character then executes in the order received. When the player uses the click-and-move system, task execution is aborted and the character moves to the destination.
[Tasking System]
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Dialogue System

RPG-style dialogue menu. Drag-and-drop construction (in Unity editor). Permits conversation branching, loops, multiple exit points. Each dialogue window can have unique body and title text. On the right is a map of the dialogue paths.
[Dialogue System]
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Appointment Mechanic

Standard Plant/Grow/Harvest crop appointment mechanic. Grow crystals and harvest them. After "watering " crops, there is a growth period where no interaction is possible. After the growth period, there is a wilting period where the crops need "water," which requires player interaction. Immediate income when crops are harvested.

Building construction requires the character's presence to progress. Moving the character away from the construction site will halt construction. Progress resumes when the character is moved back to the site. Continuous income is adjusted as buildings are completed.

[Appointment Mechanic]
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Inventory System

Simple items have base attributes and bonus attributes, e.g., +10 Power. Container items (backpacks, bags, etc) display cumulative cost and weight stats based on their contents. Extensible items (items with attachments) display cumulative stats (and non-standard stats) based on attached items, e.g., an accuracy bonus from an attached laser sight will improve the accuracy of a weapon. Socketable items (Diablo-esque weapons can have runes/gems inserted) display cumulative stats and extra damage types and effects such as "adds 3 Electricity Damage to the weapon " (damage ranges such as "3-8 " are also supported). Scrollable content display enables player to view contents of any item.
[Inventory]
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Weather System

This demonstrates particle effects used to simulate overcast, rain, and snow conditions. The day/night system supports dissimilar day- and night- time duration. The day/night cycle transitions the skybox from daytime to nighttime images. Night stars appear and fade with the day/night cycle. The transition from overcast sky to clear sky takes 60 seconds in order to not feel "weird," and isn't shown because I doubt anyone wants to watch a 60 second gif of clouds going away.
[Day/Night]
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[Snow]
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[Rain]
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Helioastronomy

Particle effects used to replicate a helioastronomy. Visible are sun-spots, solar prominences, the corona, and the turbulent surface of the sun.
[Helioastronomy]
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Fireworks

Simple fireworks in a night sky over a city. Everything shown is a particle, including the city buildings. Originally created for a slightly different view aspect (the city should extend off both sides of the view).
[Fireworks]
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