Treachery Hero
// Project Definition
Project:Treachery
Year:2026
Type:Retro Horror FPS
Role:Solo Developer (Gameplay Programming, Animation, Art & Design)
Description:A retro horror FPS built around wave-based survival and arcade-style progression.
Tech:
UnityC#BlenderAnimatorCustom Shaders

Focus: Building a responsive wave-based FPS where gameplay systems, animation, and stylized rendering work together to support fast, readable combat.

Key Systems & Features

Technical Implementation

// Core Architecture & Implementation
class CoreSystems {
// Unity C# gameplay programming workflow
Modular component architecture for gameplay systems
State machine AI using Unity's NavMesh for pathfinding
Custom weapon system with modular upgrade mechanics
Wave spawning system with dynamic difficulty scaling
}
class VisualSystems {
// Visual rendering and animation pipeline
Blender 3D modeling and animation for weapons and enemies
Unity Animator with blend trees for smooth transitions
Custom shaders for PS1-style vertex snapping effects
Affine texture mapping and vertex color tinting pipeline
}

Combat gameplay showcase highlighting core systems, visuals, and pacing

Animation Pipeline

class WeaponAnimations {
// First-person weapon animation workflow
Idle, fire, reload, and draw animations for multiple weapon types
Procedural recoil and muzzle flash integration
Smooth transitions between weapon states using Unity's animation system
}
class EnemyAnimations {
// Enemy character animation states
Idle, walk, run, and attack animations
Root motion used selectively for attack and hit-reaction animations
State machine integration with AI behavior scripts
}

First-Person Weapon Animations

Pistol animations
// Click to view full screen
Pump Shotgun animations
// Click to view full screen
AK-47 animations
// Click to view full screen
Dual Uzi animations
// Click to view full screen

Enemy Character Animations

Zombie animations
// Click to view full screen
Wretch animations
// Click to view full screen
Grave Digger animations
// Click to view full screen
Heartbound Wretch animations
// Click to view full screen

Project Status & Next Steps

// Current State
Playable Prototype
Wave-based combat, enemy AI, and weapon systems functional
PS1-style rendering pipeline and animation workflow integrated
// In Progress
Feature Expansion
Additional enemy types & unique behaviors
New level themes & environmental storytelling
Audio system improvements
Performance optimization
// Planned
Next Steps
Co-op multiplayer expansion (post-prototype)
Steam release planning
Weapon and enemy balancing