Central Progression Is Cleaner
I learned how much cleaner a project becomes when progression is owned by a central system instead of being hard-coded into individual objects.
Warehouse Game, is a MicroGame developed with the purpose of learning modular programming principles. This page represents a more technical deep dive into how this MicroGame was developed.
The game loop is built on a modular task framework. A central task manager owns the progression an UI, each task implements shared lifecycles and a unified interactable component that provides consistent player prompts. A mid shift set piece re orders the current active task list at run time so in my games case (Power Out -> Lights).
I learned how much cleaner a project becomes when progression is owned by a central system instead of being hard-coded into individual objects.
Reusing shared interactables made prompts, task checks, and player feedback easier to maintain as more warehouse tasks were added.
The task manager and runtime flow changes made the prototype easier to extend while keeping the shift structure easier for the player to follow.
I would add more task variations, clearer fail-state feedback, and extra shift events so the modular task framework can show more of its flexibility during play.