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!

Overview

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).

Gallery

Featured 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.
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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.
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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.
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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.
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FN_TurnOnLightsTask

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