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🎰 Vertigo Games Case Study

A Wheel of Fortune game developed in Unity 2021.3.45f2 for Vertigo Games Game Developer Demo.


🎮 Gameplay Demo

gameplay_compressed.mp4
20:9 (Modern Phones) 16:9 (Standard) 4:3 (Tablets)

📜 Table of Contents

Section Description
🧩 Gameplay Overview Core mechanics and game loop
🗺️ Zone System Normal, Safe, and Super zones
🎡 Wheels Bronze, Silver, and Golden wheels
🎁 Rewards Reward scaling and bomb mechanic
🏗️ Architecture Code structure and design decisions
📩 Contact Interested in hiring?

🧩 Gameplay Overview

  • At every zone, the player spins the wheel which contains multiple reward slices and one bomb.
  • Each spin either adds a reward to the player's inventory or triggers the bomb, wiping everything.
  • Before spinning, the player may choose to walk away and collect all rewards gathered so far — but only on safe or super zones.
  • Rewards scale with each zone, making deeper runs more valuable but riskier.
Core Mechanic Description
Spin Tap Spin to randomly land on a reward or the bomb
Bomb Hitting the bomb loses all collected rewards; game can be restarted
Leave Available only on Safe and Super zones — collects all rewards and ends the run
Zone Scaling Reward amounts multiply each zone, increasing risk and reward together
Wheel Swap Each zone type uses a different wheel with its own reward pool

🗺️ Zone System

The game progresses through an infinite sequence of zones with three distinct types:

Zone Type Interval Wheel Bomb? Can Leave?
Normal Every other zone 🟤 Bronze ✅ Yes ❌ No
Safe Every 5th zone ⚪ Silver ❌ No ✅ Yes
Super Every 30th zone 🟡 Golden ❌ No ✅ Yes

The Zone Tracker HUD shows the current position within the zone sequence, highlights upcoming Safe and Super zones, and displays zone badges for at-a-glance navigation.


🎡 Wheels

Each wheel is a ScriptableObject with reward slots that are fully configurable from the Unity Editor without any code changes.

Wheel Type Risk
🟤 Bronze Wheel Normal zones Contains bomb — high risk
Silver Wheel Safe zones (every 5th) No bomb — risk-free spin
🟡 Golden Wheel Super zones (every 30th) No bomb — premium rewards

🎁 Rewards

  • All reward cards are ScriptableObjects assignable per wheel slot.
  • Reward amounts scale linearly with zone number, so the deeper the run, the greater the payout.
  • Collected rewards are tracked in an inventory panel on the main screen.
  • On a bomb hit, the entire inventory is wiped. On a confirmed leave, all collected rewards are displayed in a final result panel.
Event Outcome
🎁 Land on reward Reward added to inventory; advance to next zone
💣 Land on bomb All rewards lost; restart prompt shown
🚪 Leave (Safe/Super) All collected rewards shown; run ends

🏗️ Architecture

The project follows a layered architecture with clear separation between data, logic, and presentation.

Layer Namespace Responsibility
Data VertigoGamesCaseStudy.Data ScriptableObjects, value types, enums (Reward, Wheel, GameState)
Manager VertigoGamesCaseStudy.Manager Game logic (SpinManager, ZoneManager, InventoryManager, GameStateMachine)
View VertigoGamesCaseStudy.View UI components (WheelView, SliceView, panel classes extending BasePanelUI)
App VertigoGamesCaseStudy.App Top-level orchestration (UIManager)

📩 Contact

📧 E-mail: acemcakmak@gmail.com 💼 LinkedIn: linkedin.com/in/acemcakmak

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