DEVELOPER HUB

Duck-te's Inferno — Live Dashboard

Action Roguelike Bullet-Hell  |  Unity 6

Project Overview

At a Glance

  • Engine: Unity 6000.3.11f1
  • Renderer: URP + Forward+ with cel shading
  • Camera: Third-person orbit (mouse-controlled)
  • Art Pipeline: Blender → FBX → Unity
  • Target: PC (Windows) via Steam
  • Primary Scene: TestProceduralTerrain
  • Namespace: DuckteInferno

Design Pillars

  • Tonal Escalation — cute duck → eldritch chaos
  • Discovery-Driven — hidden combinations, "???" entries
  • Build Diversity — weapon + stat combinations
  • Accessible Depth — easy to pick up, deep to master
  • Verticality — 3D terrain differentiator
  • "One More Run" — short runs, meaningful progression

Technical Architecture

Core Patterns

  • Code-driven configuration — field defaults, not Inspector
  • Object Pooling — ObjectPool<T> generic base
  • ScriptableObject data — 11 SO types
  • Static events — cross-system communication
  • Singletons — per-scene + DontDestroyOnLoad

Performance

  • Zero runtime Instantiate/Destroy
  • Max 500 concurrent enemies
  • OverlapSphereNonAlloc (no GC)
  • MaterialPropertyBlock (no material instances)
  • Squared distance checks (no sqrt)
  • Staggered raycasts (GroundSensor 0.08s)
  • Shared meshes (3 cached for terrain)
  • Combined terrain meshes (reduced draw calls)
  • Per-frame auto-aim caching

Key Systems

  • Centralized damage pipeline (WeaponBase.ResolveDamage)
  • Movement strategy pattern (IMovementStrategy)
  • Reactive spawn system (CircleSpawnConfig SOs)
  • BossBase abstract state machine
  • Terrain chain-fill generation
  • GameStatTracker (JSONL persistence)
  • Weapon branching upgrade paths (4 elemental paths)
  • Status effect system (Burn, Stun, Freeze, Shock, Bleed)
  • Gear drop & loot comparison system
  • Leaderboard + Cheaterboard (Supabase)
  • In-run objective system (authored + dynamic)

Weapon Arsenal

Click any weapon card to add it to the compare bar. Select up to 3 for side-by-side comparison.

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Quackshot "A trusty little pellet gun."
Projectile Physical
Multi-shot spread Pierce scaling
LvCDDmgCountPierceSpeedDPS*
10.6s511128.3
20.55s7111312.7
30.5s8211432.0
40.45s10221544.4
50.4s12321690.0
*DPS = (Dmg × Count) / CD × Pierce
Feather Shield "Orbiting feathers that deal contact damage."
Orbital Physical
Passive damage Scales feather count
LvCDDmgCountRadiusRot SpdDPS*
10.8s832120°30.0
20.7s1242120°68.6
30.6s1552.5140°125.0
40.5s1862.5180°216.0
50.4s2583200°500.0
*DPS = (Dmg × Count) / CD
Fire Breath "Breathe fire in a cone, burns enemies."
Cone AoE Fire
Burn DoT AoE cone
LvCDDmgRadiusBurn TksBurn DurDPS*
11.5s43.512s3.3
21.4s6413s5.0
31.3s84.523s7.4
41.2s11534s11.7
51.0s155.545s19.0
*DPS = (Dmg + Burn Tks × Dmg) / CD
Quack Blast "Shockwave knockback, stuns at high level."
Radial AoE Physical
360° AoE Stun Lv4+ Heavy knockback
LvCDDmgRadiusKBStunDPS*
14.0s203155.0
23.5s304188.6
33.0s4052213.3
42.5s556250.3s22.0
52.0s707300.5s35.0
*DPS = Dmg / CD (single target)
Cyborg Laser "Auto-target laser, chains to enemies."
Chain Magic
Auto-target Chain hits
LvCDDmgRangeChainsDPS*
11.5s1510110.0
21.2s2212118.3
30.9s3014133.3
40.7s4016257.1
50.5s50183100.0
*DPS = Dmg / CD (primary target)
Void Tentacles "Tentacles erupt at enemies."
Random AoE Void
Random targeting Multi-tentacle
LvCDDmgCountAoE RadDPS*
15.0s25125.0
24.5s3522.515.6
34.0s452322.5
43.5s6033.551.4
53.0s8044106.7
*DPS = (Dmg × Count) / CD
Sword "A Deadly Blade."
Melee Physical
Dual slash Arc VFX Elemental paths (Fire/Ice/Lightning/Sharp)
LvCDDmgAreaKBDPS*
11.2s153825.0
21.0s101520.0
31.0s101520.0
41.0s101520.0
51.0s101520.0
*DPS = (Dmg × 2 slashes) / CD
Elemental Paths
Fire Ice Lightning Bleed
Lightning Field "A crackling aura that arcs between nearby foes."
Aura Magic
Persistent AoE field Shock stacks → Stun Chain targeting
LvCDDmgRadiusChainsDPS*
12.5s6527.2
22.2s86314.5
32.0s107320.0
41.8s128433.3
51.5s159560.0
*DPS = (Dmg × Chains) / CD + field tick damage
Ice Meteor "Frozen vengeance from above."
Targeted AoE Ice
Sky-drop targeting Freeze stacks → Full freeze Splash damage
LvCDDmgMeteorsSplashDPS*
13.0s1213.04.0
22.5s1513.86.0
32.5s1523.812.0
42.0s1825.418.0
52.0s2236.633.0
*DPS = (Dmg × Meteors) / CD — splash not counted
Energy Blade "A razor disc that carves through the damned."
Thrown Physical
Bounce chaining Homing return Range scaling
LvCDDmgRangeBouncesDPS*
11.5s8605.3
21.3s107115.4
31.3s128227.7
41.1s159354.5
51.0s1810490.0
*DPS = Dmg × (1 + Bounces) / CD
Default Projectile Base reference / fallback weapon
Projectile Physical
Fallback Reference baseline
Stats defined in DefaultProjectile ScriptableObject
Used as reference baseline — not a player-selectable weapon
 

Resource Inventory

Weapons (11 Implemented)

Name Type Damage Type
QuackshotProjectilePhysical
Feather ShieldOrbitalPhysical
Fire BreathCone AoEFire
Quack BlastRadial AoEPhysical
Cyborg LaserChainMagic
Void TentaclesRandom AoEVoid
Default ProjectileProjectilePhysical
SwordMeleePhysical
Lightning FieldAuraMagic
Ice MeteorTargeted AoEIce
Energy BladeThrownPhysical

Enemy Types (6 + Variants)

Name Role Movement Strategy
SlimeMeleeChaseMovement + JumpMovement
RatGlass CannonChaseMovement / RatChaseMovement
Cloaked CasterRangedApproachFleeMovement
HealerSupportHealerMovement
Rat MinionBoss AddRatChaseMovement
Flying SkullAerial BomberFlyingSkullMovement
(Any + Elite)EnhancedSame + 5x HP

ScriptableObject Assets

Type Count Location
EnemyData6Enemy/ScriptableObjects/
WeaponData11Weapon/ScriptableObjects/
WaveData~5Enemy/ScriptableObjects/
UpgradeData12Player/ScriptableObjects/
StageData3Stage/ScriptableObjects/
ChallengeData8Stage/ScriptableObjects/
ShrineData6Stage/ScriptableObjects/
EquipmentDatavariesEquipment/ScriptableObjects/
TileColorData1ProceduralTerrain/Resources/

Milestone Roadmap

Foundation Complete
  • Core loop
  • Procedural terrain
  • 11 weapons (+ 3 new: Lightning Field, Ice Meteor, Energy Blade)
  • 6 enemy types
  • Rat King boss
  • Reactive spawn system
  • Full UI suite
  • Equipment & gear system (rarity tiers, affixes, set bonuses)
  • Victory screen
  • Hellfire mechanic
  • Cel shading
  • Run stats
  • Audio
  • Challenge/Shrine zones
  • Elite enemies
  • Sword melee weapon
  • Flying Skull aerial enemy
  • PondHub main menu (replaces MainMenu scene)
  • Dev Console command system
  • Quest/achievement system
  • Lightning Field aura weapon (+ Shock stacking effect)
  • Ice Meteor sky-drop weapon (+ Freeze/Slow effects)
  • Energy Blade thrown boomerang weapon
  • Chest loot container system
  • Gear drops & run equipment system
  • Playlist music system
  • ToonLit shader enhancements (dissolve, rim, specular, emission, normal maps, matcap)
  • Weapon elemental branching paths (Sword: Fire/Ice/Lightning/Sharp)
  • Bleed status effect (ramping DoT)
  • Elemental hit VFX pools (Fire, Ice, Lightning spark variants)
  • Terrain mesh combining + auto-aim caching (performance)
  • Leaderboard + Cheaterboard (Supabase edge functions)
  • In-run objective system (authored + dynamic templates)
  • Reactive spawn system (proximity budget, offscreen leash)
  • XP curve rework (piecewise linear, circle scaling, XP Scroll)
  • XP gem chase logic
MVP — "First 10 Minutes, Polished" In Progress
  • Boss framework + Rat King
  • Elite enemy variants
  • Centralized damage pipeline
  • Run stat tracking + personal bests
  • Permanent currency between runs (BreadDropper system)
  • Quest/milestone system (5 categories)
  • Smart upgrade offerings (synergy-aware, pity timer)
  • Director-style spawn pacing (reactive spawn system)
  • Milestone celebrations (streaks, records, popups)
  • Weapon rarity tiers in upgrade pool
  • Risk shrine encounters
  • Adaptive music (layer-based)
  • Caster enemy 3D model
  • Enemy dissolve death effect + elemental hit VFX
  • Circle 1 “Limbo” scene theme
  • Elite 3D star indicator
  • Freeze + Slow status effects
  • Dash as unlockable
  • Weapon balance pass
  • Challenge proximity UI
More Circles (Stages I-III) Not Started
  • 10-15 combination upgrades ("???")
  • Weapon evolution at Lv5 (visual + name)
  • Game feel: overkill bonus, screen shake scaling, ghost duck death
  • 8 more boss encounters
  • Stage II & III wave data
  • Per-circle visual themes
  • Circle-gated weapons
  • Escalating enemy behaviors
Duckling + Depth Not Started
  • Duckling companion system
  • Full combination set (30-50)
  • Pact system + perk system
  • More weapons + status effects

Sprint Priorities

  1. Progression SprintPermanent currency (done), quest/milestone system (done), milestone celebrations
  2. Weapon Depth SprintSmart offerings (done), rarity tiers (done), combination upgrades, weapon evolution at Lv5
  3. Music Sprint — Adaptive layer-based music system (explore, combat, intensity, boss, hellfire layers)
  4. Enemy AI SprintDirector pacing (done), gradual enemy complexity scaling
  5. Art Sprint — Caster 3D model, enemy dissolve VFX (done), Circle 1 “Limbo” theme (done), elite star indicator, impact VFX polish
  6. Feel SprintFreeze/Slow effects (done), dash as unlockable, weapon balance, game feel polish
  7. Playtest — Hand Circle 1 to friends, collect feedback, iterate

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