Warehouse Game

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.

Unity C# Systems Design Gameplay UX Task Graph
Play on itch.io

Gameplay Video

Project Snapshot

  • Role: Solo developer
  • Tools: Unity, C#, task systems, interactables
  • Platform: Web build
  • Focus: modular task flow, shared interactions, shift pacing, gameplay UX
  • Status: University microgame / playable build

What I Built

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).

What I Learned

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.

Shared Interactions Scale Better

Reusing shared interactables made prompts, task checks, and player feedback easier to maintain as more warehouse tasks were added.

Runtime Flow Needs Clarity

The task manager and runtime flow changes made the prototype easier to extend while keeping the shift structure easier for the player to follow.

Gallery

Key Systems

FN_TaskManager

Shift orchestrator - UI driver - Runtime reroute
  • Owns ordered progression, current task pointer, and compact UI list.
  • Triggers an intro log after early linear tasks.
  • Handles the Power Out branch then resumes Box (2) cleanly.
View Details

FN_Interactable

Shared prompts - Task-aware gating - Reusability
  • Single prompt widget reused across all interactables.
  • Blocks interaction unless the linked task is active (optional).
  • Optional 3D task label at mid range, hides at close range.
View Details

FN_Computer

Cinematic input - Name sync - Control safety
  • Camera lerp into a typing UI, typing SFX.
  • Validates player name, pushes to wrist UI & clock in, unlocks door.
  • Atomic coroutine restores cursor, layers, and control.
View Details

FN_PowerOutTask

Set piece - Environment blackout - Task rewiring
  • Disables lights/emission and moves camera to fuse panel.
  • On fuse insert: complete task and rebuild list -> Box(2).
  • Graceful control restore and UI refresh.
View Details

FN_TurnOnLightsTask

World feedback - Emission control - SFX
  • Restores light GameObjects and emissive materials.
  • Optional red flicker failure effect.
  • Marks complete and advances when appropriate.
View Details

What I'd Improve Next

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.