I’m thrilled to unveil Phantom Edge, my Unity passion project—a sleek, stealthy action game inspired by the fast-paced thrills of Hunter Assassin, built on a robust, data-driven foundation for rapid iteration and scalable complexity.
- Shadow Stealth: Blend into the darkness, plan each takedown with precision, then strike in a flash.
- Dynamic Encounters: Face off against intelligent foes—each with unique sensory ranges, line-of-sight checks, and adaptive attack patterns.
- Boss Confrontations: Tackle phased encounters where bosses shift tactics and summon reinforcements as their health wanes, culminating in an epic final showdown.
- Golden Shards: Gather to boost your score and unlock new stealth tools.
- Time-Freeze Mines: Drop traps that momentarily suspend enemies—perfect for tight escapes.
- Blink Pads: Teleport through walls or across platforms to outmaneuver pursuers.
- Vital Elixirs: Restore health on the fly and keep the hunt alive.
- MVC & Data-Driven Workflow: Clear separation between configuration assets, in-game visuals, and core logic—so designers can tweak balance without touching code.
- State Machine AI: Modular behavior states (idle, chase, attack) let enemies react fluidly to your every move, driven by lightweight, interface-based controllers.
- Factory & Dependency Injection: Spawning systems instantiate characters and collectables on demand, with dependencies injected for testability and easy swapping of behaviors.
- Service Locator & Event-Driven Design: Global services handle audio, level loading, and object pooling, while events broadcast state changes (e.g., “player detected” or “objective complete”) with zero coupling.
- ScriptableObject Configs: All stats, cooldowns, and VFX parameters live in external assets—tune on the fly without recompiling.
- Object Pooling: Recycle bullets, effects, and enemies to eliminate garbage-collection spikes and ensure a rock-steady frame rate.
- Async Operations: Non-blocking loading and timed sequences keep gameplay smooth and responsive.
- Namespaced Architecture: Logical grouping of player, enemy, UI, and service modules prevents naming collisions and aids navigation.
- SOLID Principles: Interfaces and encapsulation keep classes focused, decoupled, and unit-test friendly.
- Enum-Driven Logic: Type-safe switches govern behavior variants, from enemy subtypes to power-up effects.
Building Phantom Edge has been an incredible journey—melding stealth action with a scalable, maintainable codebase. I’m eager to connect with fellow developers tackling complex systems and share insights on creating immersive, data-driven experiences. Let’s swap stories and level up together! 🔥










