The Lost Cure is a third-person survival shooter prototype developed in Unity. My primary goal with this project was to master System Integration—taking disparate assets (like external character controllers, custom C# scripts, and 3D models) and stitching them together into a cohesive, playable game loop. It focuses on survival mechanics, enemy AI, and responsive combat controls.
- Engine: Unity 6.2 (6000.2.8f1)
- Language: C#
- Version Control: Git & GitHub
- Workflow: AI-Assisted Scripting & Debugging
- Assets: Third-Party Character Controller & imported 3D Models
- Player Mechanics: Full third-person movement (Run, Walk, Jump) with a dedicated inventory system separating Pistol and Primary Weapon slots.
- Reactive Enemy AI: Zombies utilize a state machine with distinct behaviors:
- Search State: Hunts the player using pathfinding.
- Attack State: Engages when in range.
- Damage Reaction: Visual feedback when shot and death animations.
- Health System:
- Functional Player Health Bar.
- Green Jar: Restores 25% Health.
- Red Jar: Restores 50% Health.
- UI System: Fully functional Main Menu with scene transitions (Play, Options, Quit).
This project was an exercise in "gluing" systems together. Here is how I approached it:
- Controller Integration: I started by integrating a third-party mobile-style controller, ensuring the inputs felt responsive.
- Scripting the Logic: I wrote C# scripts to handle the backend math—specifically the interaction between the Health Jars and the Player's health bar.
- Animation State Machines: I spent significant time in the Animator Controller, setting up transitions (Parameters and Conditions) so the zombies smoothly shift from walking to attacking to dying without snapping.
- AI Implementation: I utilized Unity's NavMesh agents to allow enemies to intelligently track the player around obstacles.
- System Architecture: I learned that making different scripts talk to each other (e.g., the Bullet script triggering the Zombie's health script) requires clean references and logic.
- Animation Blending: Understanding how to trigger animations via code events was a major takeaway.
- Debugging: Using AI tools to assist in debugging showed me how to quickly identify logic errors in health calculations.
Since this is a prototype, there are specific areas I plan to refine:
- Game Over Logic: Currently, the player does not enter a "Death State" upon reaching 0 health. Implementing a Game Over screen is the next priority.
- UI Polish: The "Options" menu is currently a placeholder and needs functional settings (Volume/Sensitivity).
- Level Design: I plan to expand the map into a structured level with strategic cover and enemy waves to better showcase my Level Design skills.
- Launch Unity: Open the project using Unity 6.2 (6000.2.8f1) to avoid version conflicts.
- Start the Game: Navigate to the
Scenesfolder and openMainMenuto begin.