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PROJECT /05

Crystal Miner

A KWINTET GAMES PROJECT

DISCONTINUED

Crystal Miner character standing beside an excavated section of the mining area.
Crystal Miner is a mining-progression prototype built around a repeatable resource loop. The player excavates terrain to gather resources while managing limited pickaxe durability, then spends those resources on equipment upgrades before returning to the mine.MINE → GATHER → UPGRADE → RETURNView full-size image ↗

OVERVIEW

The Project

Crystal Miner revolves around a compact mining-progression loop. The player enters the mine, excavates terrain to collect resources, manages limited pickaxe durability, and spends gathered materials on upgrades before returning to the mining cycle.

SYSTEM HIGHLIGHTS

Core Systems

A selection of core gameplay systems highlighted through media and code.

TECHNICAL PRESENTATION

Gameplay + Code

01 — MovementClick-based movement used to navigate the mining area and position the player before excavation.

The mouse-only branch resolves horizontal direction toward the clicked destination and stops within a configurable arrival tolerance. This is a branch from MovePlayer; collision checks and fixed-step displacement follow it.

Movement

Click-based navigation used to position the player throughout the mining area.

CONTRIBUTION
Implemented the project's basic click-based movement loop.
CLICK-BASED MOVEMENTPROJECT SOURCE / Assets/Scripts/Player/PlayerMovement.cs / C#
case Manager_KeyBindingManager.ControlScheme.MouseOnly:    if (isMoving)    {        float horizontalDistance = targetPosition.x - transform.position.x;        if (Mathf.Abs(horizontalDistance) <= destinationTolerance)        {            isMoving = false;        }        else        {            moveDirection = horizontalDistance > 0f ? Vector2.right : Vector2.left;        }    }    break;

ARCHITECTURE

System Map

Mining and progression loop

The verified gameplay flow connects player navigation, excavation, traversable-space adjustment, resource gain, and equipment progression. Pickaxe durability constrains digging within the loop.

Player InputNavigationDiggingSprite MaskAreaAdjustmentResource GainUpgrade SystemImprovedEquipmentReturn toMiningPickaxeDurability
  1. Player Input
    • Flows to: Navigation
  2. Navigation
    • Flows to: Digging
  3. Digging
    • Flows to: Sprite Mask
    • Flows to: Pickaxe Durability (Constraint)
  4. Sprite Mask
    • Flows to: Area Adjustment
  5. Area Adjustment
    • Flows to: Resource Gain
  6. Resource Gain
    • Flows to: Upgrade System
  7. Upgrade System
    • Flows to: Improved Equipment
  8. Improved Equipment
    • Flows to: Return to Mining
  9. Return to Mining
    • Flows to: Navigation
  10. Pickaxe Durability

SCOPE

Responsibilities

GAMEPLAY SYSTEMS

  • Implemented the click-based movement and excavation interaction flow.
  • Connected movement, excavation, resource gain, and upgrades into the playable mining loop.

TERRAIN & TRAVERSAL

  • Used Sprite Masks to visually remove sections of terrain during digging.
  • Implemented progressive collider reduction and repositioning as excavation advanced, making newly excavated space traversable.

PROGRESSION

  • Built the upgrade flow used to spend gathered resources on gameplay improvements.

DEVELOPMENT NOTES

Development Process

  1. 01

    CORE LOOP

    The prototype was structured around a repeatable loop: navigate, excavate, gather resources, improve equipment, and return to mining.

  2. 02

    EXCAVATION PROTOTYPE

    Sprite Masks created the visible digging effect without rebuilding the terrain artwork itself.

  3. 03

    TRAVERSABLE SPACE

    Rather than reconstructing a collider for every excavated shape, the blocking collider was progressively reduced in width and shifted slightly away from the player as digging advanced. This delivered the intended traversal result with a simpler implementation.

  4. 04

    PROGRESSION

    The mining loop was connected to an upgrade system so gathered resources could feed back into further gameplay progression.