Particle System – Rugburn https://rugburn.dev Software Development Wed, 22 Oct 2025 02:41:40 +0000 en-US hourly 1 https://wordpress.org/?v=6.9.1 https://i0.wp.com/rugburn.dev/wp-content/uploads/2025/07/20250729_2055_Software-Developer-Logo_remix_01k1cghcbzfzy8hv45v6gsykj2.webp?fit=32%2C32&ssl=1 Particle System – Rugburn https://rugburn.dev 32 32 244879875 Snow Surfer https://rugburn.dev/snow-surfer/ Sat, 23 Aug 2025 15:36:13 +0000 https://rugburn.dev/?p=481 Play Snow Surfer on itch.io

Developed using Unity 6.2

Overview

Snow Surfer is a dynamic 2D game developed in Unity, where players can choose between two characters, Rex or Flo, and navigate through snow-covered landscapes. The game emphasizes fast-paced, action-oriented gameplay, incorporating power-ups, and various gameplay mechanics including scoring based on flips and airtime. The goal is to reach the finish line while avoiding obstacles and managing character abilities with collectable power-ups.

Key Features

  • Character Selection: Players can select between two characters, Rex or Flo, each providing unique gameplay experiences.
  • Gameplay Mechanics: The game allows players to earn scores by performing flips and staying airborne while managing speed and torque.
  • Power-ups: Collect and utilize various power-ups to enhance characters’ abilities, offering temporary boosts in speed and rotation.
  • User Interface: The game includes a comprehensive UI that displays game scores, airtime, flip counts, and other important feedback to the player throughout their experience.
  • Audio and Visual Effects: Rich audio feedback and particle effects are integrated to enhance gameplay immersion, including collision effects and environment sounds.

Technologies Used

  • Unity: The game is built using the Unity engine utilizing its powerful 2D game development tools.
  • Cinemachine: For enhanced camera controls that provide a smooth pursuit of the player character.
  • Scriptable Objects: Power-ups are implemented with Scriptable Objects, allowing easy management and instancing of game data.

Skills

This project showcases various programming skills, including:

  • Object-Oriented Programming: Effective use of classes and inheritance to manage game states, characters, and UI.
  • Unity Scripting: Proficient usage of Unity scripting in C# to handle game logic, character dynamics, and events (e.g., collisions, scoring).
  • Data Management: Utilization of Scriptable Objects for clean, reusable game data management (e.g., power-up definitions).
  • Event Handling: Implementation of event-driven programming where game events (like finishing a level or player collisions) trigger specific methods.
  • UI Development: Creating responsive user interfaces to display game states, scores, and player information dynamically.
  • Game State Management: Comprehensive management of the game state (e.g., handling game over and level won scenarios) through Singleton patterns and static variables.
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Delivery Dash https://rugburn.dev/delivery-dash/ Tue, 19 Aug 2025 23:46:04 +0000 https://rugburn.dev/?p=457 Play Delivery Dash on itch.io

Developed using Unity 6.2

Project Overview

The Delivery-Dash project consists of several essential components that work together to create an immersive gaming experience. The core features are implemented in C#, utilizing the Unity game engine. Here are some of the key components:

  • GameManager.cs: This script manages the overall game state, keeping track of the packages delivered, spawning new packages and boosts, handling game over conditions, and displaying relevant UI elements such as scores and timer.

  • GameTimer.cs: This class manages countdown timers for different game states (e.g., searching for packages, delivering them), updating the UI with the remaining time, and triggering end-of-timer events.

  • Constants.cs: Contains a collection of constants used throughout the project, such as tags for various game objects, maximum allowed packages and boosts, and scene names.

  • Utils.cs: A utility class providing helpful static methods, such as logging messages for debugging.

  • Car.prefab: A Unity prefab file that defines the car object within the game, including its components and properties.

Skills

This project showcases a variety of programming skills and concepts, including:

  • Object-Oriented Programming: Implementation of classes and interfaces, using inheritance, encapsulation, and polymorphism.

  • Game Development with Unity: Proficient use of Unity’s ecosystem for creating game objects, handling physics, implementing collision detection, and managing game states.

  • C# Scripting: Writing C# scripts to control game logic, manage interactions, and handle user input.

  • Event Management: Utilizing events and method callbacks to maintain responsiveness in the game, such as triggering actions when timers expire.

  • User Interface Design: Creating and managing dynamic user interfaces using Unity’s UI toolkit, including text updates, button interactions, and animations.

  • Debugging Techniques: Applying effective debugging practices, such as logging messages to track game state changes and user interactions.

Other Features

  • Use of the Particle System to generate a smoke effect for the designated drop-off point, and pink trail effect for the ice cream truck

  • Use of multiple cameras to create a Picture-in-Picture view of the target customer

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Space Ace https://rugburn.dev/space-ace/ Tue, 29 Jul 2025 00:10:10 +0000 https://rugburn.dev/?p=75

Developed using Godot 4.4

Overview

SpaceAce is an engaging 2D space shooter game developed using the Godot engine. Players navigate through waves of enemies, utilizing an array of power-ups and upgrades to enhance their gameplay experience. The objective revolves around scoring as high as possible while avoiding enemy attacks and defeating various forms of adversaries, including classic flying saucers and bombers.

This project showcases advanced techniques in game development, including object-oriented programming, signal management for event handling, and dynamic scene transitions. The game structure emphasizes modularity and scalability.

Features

  • Modular Enemy Waves: The game uses predefined enemy waves, allowing for diverse gameplay and increased difficulty as players progress.
  • Power-ups: Collectible items that provide players with health boosts and shield strengthening, ensuring dynamic gameplay.
  • Score Management: Tracks player performance in real-time with a system that updates scores and high scores effectively.
  • Signal Management: Implements a custom signal hub for effective communication among game elements, facilitating interaction across the game’s components.
  • Efficient Game Loop: Handles user inputs seamlessly while managing enemy spawn timers and player interactions.

Key Classes and Components

  • EnemyWave: A resource for defining enemy properties such as speed, gap, and number.
  • GameManager: Central to managing scene transitions and input handling.
  • WaveManager: Responsible for generating and managing the gameplay flow of enemy waves.
  • Player: Contains movement mechanics, shooting logic, and collision effects with power-ups and projectiles.
  • PowerUp: Facilitates the creation and management of various power-up types that enhance player capabilities.
  • HealthBar: A visual representation of the player’s health, with signaling for when a player dies.

Skills

  • GDScript Programming: The code is written in GDScript, a dynamic language specifically designed for game development in Godot.
  • Object-Oriented Design: The use of classes, inheritance, and modular design reflects efficient programming practices that enhance code reusability.
  • Signal-Based Communication: Mastery of Godot’s built-in signaling allows for effective decoupling of game components, simplifying event-driven programming.
  • Scene Management: Handling scene changes and UI components demonstrates an understanding of state management within applications.
  • Input Handling: Implements custom input actions and bindings to create a responsive gameplay experience.
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