# Idle-Miner **Repository Path**: saonian/Idle-Miner ## Basic Information - **Project Name**: Idle-Miner - **Description**: No description available - **Primary Language**: Unknown - **License**: Not specified - **Default Branch**: master - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 0 - **Created**: 2026-06-26 - **Last Updated**: 2026-06-26 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README # Idle Miner **Incremental Simulation with Expandable Progression Systems** A production-grade idle/incremental game demonstrating scalable progression architecture and persistent economy systems. Showcases patterns proven in mobile titles with millions of players, built on 10+ years of experience developing simulation and strategy games at Ubisoft and other studios. ## 🎥 Demo [![Watch Demo](http://img.youtube.com/vi/AcuOT7PFa_A/0.jpg)](http://www.youtube.com/watch?v=AcuOT7PFa_A "Idle Miner Demo") ## 🎮 Core Systems **Incremental Progression** – Idle mining mechanics with continuous resource generation **Persistent Economy** – Full save/load system preserving player progress **Expandable Levels** – Data-driven level configuration via ScriptableObjects **Meta Balancing** – Tunable progression curves for retention optimization ## 🏗️ Technical Architecture **Idle Game Patterns:** - **MVC Architecture** – Clean model-view-controller separation for complex simulations - **Persistent State Management** – JSON serialization with delta-based updates - **Generic Popup System** – Reusable UI framework for upgrades and notifications - **State Machine** – Mode transitions (Mining, Upgrading, Management) - **Reactive Data Binding (UniRx)** – Automatic UI updates on economy changes - **Dependency Injection (Zenject)** – Modular systems for feature expansion - **Promise-based Operations** – Non-blocking async for smooth idle calculations **Data-Driven Design:** - Metadata vs GameState separation enabling live balance updates - ScriptableObject configuration for designer-friendly tuning - Expandable level system supporting infinite progression - Context-based scene management for minimal load times ## 📁 Project Structure ``` Assets/ ├── Scripts/ │ ├── IdleMiner/ │ │ ├── Contexts/ # Controllers │ │ ├── Models/ # Economy data and state │ │ └── Commands/ # Player actions │ └── Core/ # Reusable generics (submodule) ├── Scenes/ # Game scenes └── StreamingAssets/ # Persistent game state ``` ## 🔧 Tech Stack | Technology | Purpose | |-----------|---------| | **Unity 2019.4.0f1** | Cross-platform engine | | **Zenject** | Dependency injection | | **UniRx** | Reactive data streams | | **C# Promises** | Asynchronous operations | | **Spine2D** | 2D character animation | ## 🚀 Quick Start 1. Clone the repository 2. Open with Unity 2019.4.0f1+ 3. Enable **Always Start from Startup Scene** in `/MainMenu/Potato-Games/` 4. Press Play *Note: Delete `StreamingAssets/GameState.json` to reset progress.* ## 🎯 Idle Game Expertise This project demonstrates core competencies for mobile idle/incremental games: - **Progression Design** – Balanced economy curves for long-term retention - **Offline Progress** – Time-based calculations for idle gameplay - **Persistent State** – Robust save/load supporting cloud sync integration - **Meta Systems** – Upgrades, managers, and prestige mechanics (planned) ## 💼 About the Developer Senior Game Developer with 10+ years specializing in mobile simulation and strategy titles. Experience includes: - **Ubisoft** – Clash of Beasts (war strategy with persistent economy) - Retention-focused progression systems for free-to-play titles - Backend integration for live operations and analytics - 30-40% performance optimizations in production environments ## 📫 Connect Building idle games, simulation systems, or economy-driven mobile titles? Let's discuss. [LinkedIn](https://linkedin.com/in/mohsansaleem) | [Portfolio](https://github.com/mohsansaleem) --- ## Topics `unity3d` `unity2d` `mvp` `zenject` `unirx` `state-machine` `promises` `spine` `simulation-game` `idle-game` `architecture`