Idle Corp: Cosmic Extraction (WIP)

2025

Personal project that I'm currently working on, that aims to create a better and complete version of the original PigeonCorp demo (made as a final degree project some years ago).

The objective is to develop a complete version of the game, that can be published on AND and iOS platforms eventually. It takes the same core gameplay and features of the demo but improved and extended, in addition to some other new features, so that the game has bigger complexity and durability and feels like a real game instead of a demo.

The topic is different for this version, and it is about traveling to different planets to extract their unique minerals and sell them. The player will do so by improving their base and producing robots, that will be the ones extracting the mineral from the planet. Once the player reaches a certain amount of earnings they can travel to the next planet and repeat the process, each time with a more rare and expensive mineral.

This project is made both for fun and for learning purposes. That's why I decided to mix one architectural pattern that I'm already experienced with, MVP, with another one that I've been learning quite recently, ECS. The idea is to use MVP for all "view" or "input" related behavior, since the game contains a lot of popups, menus and buttons that the player will interact with, and then ECS for the behavior of the robots, since there will be a lot of instances moving in the world.


Developed with Unity3D Engine.

Coded in C#.

Using MVP and ECS (DOTS).

Andrea Pérez Pallás
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