Case study
AstroWalk
2D platformer in Unity with checkpoints, fall reset, and a win scene.
Overview
2D platformer in Unity with checkpoints, fall reset, and a win scene.
Problem
AstroWalk is a 2D pixel-art platformer where the player explores a space-themed level, avoids falling, and reaches a finish trigger to win. The core gameplay loop is movement, jumping, checkpoint respawns, and a final scene transition for completion.
Constraints
Unity 2022.3 LTS with built-in 2D physics and the legacy Input Manager, single-player keyboard-only controls, a Level1 -> EndGame scene flow without in-scene UI, and assets centered on a third-party pixel art pack with prefab/tile assets.
Decisions
- Implemented a lean PlayerController with physics-based movement, ground checks, and trigger-based checkpoints/finish.
- Used tag-driven trigger logic (FallDetector, CheckPoint, Finish) to keep level scripting light.
- Added a camera follow controller with a facing-direction offset for better look-ahead.
- Separated gameplay across two scenes to simplify win state handling.
Metrics
Architecture
PlayerController
Rigidbody2D (movement)
Physics2D (ground check)
Animator (state)
SceneManager (scene swap)
CameraController
Player transform (tracking)
Camera transform (lerp follow)
Level1 scene
Triggers (CheckPoint, FallDetector, Finish)
Connections
player → rigidbody
player → ground
player → animator
player → scene
camera → player-transform
camera → camera-transform
level → triggers
triggers → player