MACHINE CORE // WORLD THREATDEVELOPMENT SCREENSHOT
THE PROJECT
A world of systems. Built to work together.
Beyond the Core is an independent science-fiction RPG in development. It explores gameplay, progression, persistent world systems, client/server architecture, combat, UI/UX and live-world mechanics.
My work spans Unity/C# development, programming, systems design, UI implementation, integration and creative direction.
Visual assets include AI-generated artwork. These project screenshots showcase the game’s interfaces and development direction.
01 // SYSTEM SHOWCASE
Inside the world.
01 / DEVELOPMENT SCREENSHOT
A SHARED CHRONOLOGY
World activity
Operations, encounters, discoveries, victories and defeats share one readable timeline. Filters and a world summary give players a way to understand activity beyond their own current encounter.
ENGINEERING FOCUS
Public activity and private battle reports use separate projections. The activity feed exposes approved outcomes and summaries without leaking private report or account data.
02 / DEVELOPMENT SCREENSHOT
THE MACHINE CORE
World threat
The world-threat interface brings together the boss phase, eligibility, contribution, expiry and reward state. This capture shows an expired encounter, with actions and claims unavailable.
ENGINEERING FOCUS
The server persists the shared encounter and contribution history. Actions and rewards use persisted, replay-safe results; expiry follows the world lifecycle. The wider system remains in development, including further analytics and regression coverage.
03 / DEVELOPMENT SCREENSHOT
PRIVATE TACTICAL HISTORY
Battle reports
A browsable history pairs mission outcomes with combat performance, rewards and detailed reports. The two-pane layout keeps the activity list in context while a result is inspected.
ENGINEERING FOCUS
Authenticated ownership gates report access. Unity renders typed list/detail data and refreshes acknowledgement state through the server rather than synthesizing outcomes locally.
04 / DEVELOPMENT SCREENSHOT
CHOICE IN CONTEXT
Dynamic events
A damaged cargo crate becomes a player decision: force it open, bypass the lock or leave it. The interface places risk, specialization requirements and choice beside the encounter.
ENGINEERING FOCUS
Exploration and event presentation sit above authoritative session state. The client presents the available choices and submits intent, keeping outcome and continuation handling separate from the screen.
05 / DEVELOPMENT SCREENSHOT
ACTIONS, STATE & FEEDBACK
Combat
The combat interface brings the enemy, player resources, combat log and action choices into one view. This capture shows the Memory Shade defeated and the action controls disabled.
ENGINEERING FOCUS
The Unity combat controller consumes typed projections and resolution events. Server rules own action availability, health, outcomes and rewards; client presentation owns input, feedback and transient effects.
06 / DEVELOPMENT SCREENSHOT
IDENTITY & SPECIALIZATION
Operative system
Operative selection introduces class identity and specialization through portraits, character presentation and ability descriptions. Vanguard, Infiltrator, Engineer and Field Medic give the interface distinct visual groupings.
ENGINEERING FOCUS
The client owns selection, focus and validation feedback. Account uniqueness, operative creation and starting state are validated by the server; portrait assets are bound through presentation catalogs.
07 / DEVELOPMENT SCREENSHOT
OBJECTIVES & PROGRESSION
Quest system
Quest selection keeps objectives, rewards, requirements and progress together. The active objective remains visible alongside the wider quest list and world context.
ENGINEERING FOCUS
Exploration access derives from persistent progression records and key-item ownership. Routes and requirements come from server projections, while Unity owns selection and presentation.
08 / DEVELOPMENT SCREENSHOT
COLLECT, INSPECT, EQUIP
Relics & progression
The collection interface explores filtering, rarity presentation, equipment status and an inspectable relic. Level and ascension elements shown here are progression UI concepts, not a claim that relic upgrading is implemented.
ENGINEERING FOCUS
The documented relic system persists unique ownership and one equipped slot. Unity does not calculate relic effects or optimistically change equipment; mutations are confirmed through the server.
02 // UNDER THE HOOD
The systems behind the screens.
01
Unity presentation, authoritative services
Plain-C# controllers and transport-neutral contracts connect the Unity client to authenticated APIs. Screens render state and submit intent; canonical rules and online mutations stay on the server.
02
Persistent worlds with explicit lifecycles
The shared Machine Core encounter retains participation, contribution, expiry and reward-claim state. Persisted request results support recovery and prevent a retried action from granting its rewards again.
03
Progression beyond a single encounter
Persistent player state, authored combat, quest objectives and key-item route access connect immediate decisions to longer-term exploration. The client presents eligibility and requirements from server projections.
04
Regression coverage and development tools
Domain, server and Unity presentation tests support iteration alongside deterministic simulations and local operator tools for world-boss setup and lifecycle inspection. Coverage is ongoing as the project develops.
05
Engineering ownership with AI-assisted iteration
AI-assisted planning, implementation and art workflows support development. Ryan owns programming, systems design, UI implementation, integration and creative direction, including final architecture and quality decisions.
03 // SCREENSHOT ARCHIVE
Explore all eight views.
World activityWorld threatBattle reportsDynamic eventsCombatOperative systemQuest systemRelics & progression
Independent work in development. Separate from the professional title archive.