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A forward-scrolling shooter built in Unity (C#). Era-based progression: Caveman → Cyberpunk. Mobile-ready with object pooling, ScriptableObjects, and low-poly optimized assets.

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Timeline Raider — Forward-Scrolling Shooter (Mobile & PC)

Status: In development (active) • Engine: Unity (C#) • Platforms: PC (arrow keys and mouse), Mobile-ready
Key tech: ScriptableObjects, Object Pooling, event-driven state flow, low-poly assets, Blender/Mixamo

Timeline Raider is a forward-scrolling shooter where the world advances through distinct eras
(Caveman → Pharaonic Egypt -> Clasical Greece -> Medieval → WW2 → Modern → Futuristic → Cyberpunk).
Each era brings its own environments, enemies, allies, outfits, weapons, and balancing.

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✨ Features

  • Era-based progression: Unique environments, enemies, allies, weapons, and HP/damage curves per era.
  • ScriptableObject weapon system: Centralized stats (damage, fire rate, projectile type, splash radius/damage, visuals, animations).
  • Mobile performance: Low-poly assets + Object Pooling for bullets, enemies, allies, VFX, pickups, and road chunks.
  • Event-driven scene/state flow: Lose/Pause, pickup logic, ally management.
  • Content pipeline: Blender (low-poly + edits), Mixamo (unified rig & shared animations), Unity Particle System for VFX.

🧱 Architecture (high level)

  • ScriptableObjects/WeaponData – weapon stats + projectile and pickup references + vfx + animations
  • ObjectPoolManager – pooled spawning/despawning
  • RoadScroller – forward world movement via recycled chunks
  • EraManager – era management
  • SpawnManager – enemies/walls/pickups/bosses/allies orchestration
  • AutoShooter – player & ally auto-firing

📦 Tech Stack

  • Unity (C#) — gameplay, systems, UI Toolkit/TMP
  • Blender — low-poly modeling and edits
  • Mixamo — shared armature & cross-compatible animations
  • Git — version control

🚧 Work in Progress

This project is actively evolving.

Timeline Raider is still a work-in-progress. Development continues as part of a larger personal initiative to build scalable, production-ready games with Unity.


🧑‍💻 About the Developer

This project was developed by Onur Özkan to showcase:

  • Unity gameplay programming skills
  • Clean and scalable code architecture
  • A passion for building engaging, thoughtful games and game systems

⚠️ Licensing & Use

This project is shared for demonstration purposes only as part of a personal portfolio.

All rights reserved © Onur Özkan.

Please do not copy, reproduce, or reuse any part of this code or assets without explicit permission.


📬 Contact Me

📧 [email protected]
📍 Istanbul, Turkey/Toronto, ON
🔗 LinkedIn | GitHub


⭐️ Like this project?

Feel free to ⭐️ star the repo or share it with others. Feedback is always welcome!


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A forward-scrolling shooter built in Unity (C#). Era-based progression: Caveman → Cyberpunk. Mobile-ready with object pooling, ScriptableObjects, and low-poly optimized assets.

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