This is as the title says a prototype game for a falling word typer. It features 2D Physics based Canvas in a 3D environment. This project started from me wanting to make a clean code design with completely loose coupling using UnityEvents and the new Input System. Tech used: Unity, a few Store Assets ( Water, Particle Effects, DoTween ).
Typically my coding had involved more of a deterministic style of design where specific objects are coupled by design to speak to each other. I had been reading about using event based systems to reduce this coupling and dependency ( I mean the objects still depend on each other to make the game.. ?? ). This games code is made of several main components, besides settings and player stats it has…
Word Manager -responsible for…
– spawning new words on time
– controlling the active Typed word
– sending word typing events, accurateTypedLetter, misTypedLetter, completedWord
WordFile (ScriptableObject )
– contains all the words associated with this level
– can read and split a CSV string into useable words.
Having Multiple word files lets you have Difficulty levels or levels in general where you must type all the words to advance. This function has yet to be implemented..
ActiveWordEffect (AWE) System – ScriptableOjects
the AWE system is used to add effects to words being added or typed such as Explode when completed, Freeze Time, Double the Points, UpperCase the word on spawn, Shrink the word, ShakeTheScreen ect. The System consists of a base AWE_Base class that is extended with hooks to provide the needed functionality. These effects are combined in editor to provide the ability to create cascading effect types at run time.
That is a brief overview of some of the major systems created for this game… as most projects there was so much more involved in making this but rest of it will just have to be experienced via play..
I would like to turn this into a completed game just not sure which direction to take it. maybe some day…


