Igor Barboza.
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ON HOLD

Tale Of Darkness

A Unity action-platformer with procedurally assembled levels, FSM-driven bosses, and a curse-based combat system β€” architected for online co-op on Photon Fusion.

Role

Gameplay & Systems Programmer

Engine

Unity URP / C#

Team

2 programmers (solo the final 4 months)

Year

2024 – 2025

Overview

Tale Of Darkness is an action-platformer built in Unity (URP) on Photon Fusion, with its gameplay layer architected for online co-op. Players fight through procedurally assembled, room-based levels against a roster of state-machine-driven enemies and bosses, and shape each run with stacking curses, trinkets and loot. The project was put on hold when the client ended the contract, before the two-player mode was finished.

My Contribution

I was one of two programmers β€” and the solo programmer for the final four months. I built the enemy and boss AI as finite state machines (from patrollers and flyers to four unique bosses), the player's movement and combat state machine, a modular event-driven quest system, the loot and curse/trinket systems, and a JSON save system with multiple profiles and settings β€” most of it running over Fusion's networked simulation.

Technical Challenge

The hardest part was making dozens of distinct enemy behaviors β€” plus four bosses β€” read cleanly while staying consistent under Photon Fusion's networked, prediction-based simulation. I leaned on a shared finite-state-machine foundation so every enemy reused the same core states and transitions, then layered per-type and per-boss behavior on top, which kept the AI predictable over Fusion and easy to extend as new enemy types were added.