Vulptronic
Game-play Programming | Procedural Systems | C++ Engineering
Start Date: 2024
End Date: Completed (Playable Build)
Vulptronic is a classic brick breaker game I developed solo using C++ and Raylib 5, combining fast-paced arcade action with layered systems, dynamic power-ups, and hidden unlock-able secrets. This project was a deep dive into game-play feel, procedural layout generation, and creating satisfying audiovisual feedback in a minimalist engine setup.


Core Systems & Architecture
Implemented 8 distinct power-ups to enhance game-play variety
Built player systems (join, input, states), match management (setup, game-play, scoring, end), and dynamic game modes.
Developed custom Unity tools (scene browser, telemetry reader, stat analyzer) to streamline workflows and cut development time.

Procedural Layout & Level Systems
Built a dynamic layout generation system with easy randomization (F3 key), creating new level patterns on demand
Applied smart placement rules to ensure fair, challenging, and interesting level designs
Designed multi-stage rounds with escalating difficulty


Debug Tools & Developer Features
Built an internal debug mode to visualize (Custom collider outlines, Ball trajectory paths)
Built the full game setup scene, enabling players to choose names, avatars, rule options, and custom game settings before each match.
Used these tools extensively during development to fine-tune collision accuracy, ball behavior, and game-play balance
