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HECTON-8 — Deep Sea Sci-Fi Survival Game (NASA-Punk / Deep Sea Noir)

Unity C# Platform License

HECTON-8 is an immersive, atmospheric Deep Sea Sci-Fi Survival & Salvage Game built using Unity 6000.4 (Universal Render Pipeline). Set in the cold, twilight depths of the ocean planet Aegir, the game combines hard-science industrial machinery (NASA-Punk) with a tense, atmospheric corporate-noir mystery.


🕹️ Core Game Mechanics & Experience

🌊 1. Twilight & Abyss Survival

  • Depth-Based Gameplay:
    • 0–100m: Bright, colourful alien shallows filled with dense bioluminescent flora and fauna (inspired by the beauty floor of Subnautica).
    • 200–400m: Twilight zone where light fades and silhouettes, navigation instruments, and sonar cues become vital.
    • 400m+: Complete abyss where player-visible details rely entirely on headlights, sonar, and active sensor suites.
  • Physical Survival: Manage strict, real-time oxygen reserves, hydrostatic pressure limits, temperature gradients, and environmental contaminants.

🛠️ 2. Industrial Salvage (Marauder Operations)

  • NASA-Punk Aesthetic: Heavy, pressure-rated, functional, and bolted industrial machinery. Operating retro-futuristic submersibles and maintenance rigs.
  • Grid-Based Inventory: A tactical inventory layout that requires spatial management of salvaged materials and equipment.
  • Wreck Exploration: Board and salvage abandoned deep-sea research facilities, pipeline channels, and cargo hulls.

🧭 3. Sonar & Navigation

  • Navigate pitch-black trenches and complex cave networks using active sonar maps, depth metrics, and acoustic telemetry.

📐 Project Architecture & Systems

HECTON-8 is engineered for performance, moddability, and cross-platform scalability:

  • Clean Logic Separation: Gameplay state (oxygen, inventory, pressure, construction) is strictly separated from presentation-only systems (lighting, post-effects, haptics).
  • Zero-GC Hot Paths: Update loops, input handling, and event dispatching (SignalBus<T>) allocate 0 Bytes/frame to guarantee a constant framerate.
  • Continuous Scalability: The engine dynamically reads a unified GlobalQualityWeight value to scale visuals and simulation density seamlessly from low-end handhelds (Steam Deck) to high-end PCVR rigs.
  • Modular Assembly Structure:
    • Hecton8.Core: Base systems, event dispatchers, save state, and global registry.
    • Hecton8.World: Terrain mesh generation, spline tools, and bioluminescent pulse systems.
    • Hecton8.Input: Input mappings and device routing.

📂 Repository Structure

  • /Assets: Core Unity project files, scenes, shaders, materials, and prefabs.
  • /ProjectSettings: Unity project configurations.
  • /Docs: Comprehensive system bibles, specifications, and development rules:
    • water.md: Crest Ocean integration and rendering standards.
    • terrain.md: MapMagic spline, mesh generation, and splatmap rules.
    • persistence.md: Checksummed binary save game layout.
    • audio.md: Spatial audio acoustic DSP pipeline rules.

🚀 Getting Started

📋 Prerequisites

  • Unity Hub and Unity Editor 6000.4.x URP installed.
  • .NET SDK 8.0/9.0 for C# compilation checks.

⚙️ Setup

  1. Clone the repository:
    git clone https://github.com/marko1olo/Hecton8.git
  2. Open the project root folder in the Unity Hub.
  3. Select Unity Editor version 6000.4 and launch.
  4. Load the bootstrap scene: Assets/_Project/Scenes/00_BOOTSTRAP.unity.

About

AA Deep Sea Noir / NASA-Punk 3D game built on Unity 6000.4 URP, featuring procedural simulation and extreme memory footprint optimizations.

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