Tower Defense Game
The tower defense project was created for my level design course, and I used it as a demonstration for a quest-based level progression system. I wanted it to feature dialogue and show that narrative could be quickly iterated on. I also had a lot of fun experimenting with foliage.
I started working on this tower defense game because of my love for Kingdom Rush. That's it. Plain and simple. I was like, what if I designed some towers to shoot some guys. I also wanted to force myself to learn level loading and some level optimization stuff.
The central hub area is this like, colorful little spot in the woods. It's supposed to be a secret camp in the mountains which you upgrade over the course of the campaign.
The player gets missions from their main helper who is located at the center of the hub.
You can see some of the huts here. Each of these buildings serves a specific purpose but for the demo the player can only access the tower selector.
You basically have 5 inventory slots for towers (just like kingdom rush) and can load them before missions.
When you're on the game board you can select the tower icons and itll zoom in the camera above the tower slots. This lets the player select their tower. I was debating making the tower selection consume towers, so they have less permeance, but I opted for a simple slot system.
Here's the game UI with the player gold, wave start controls, and some game speed controls.
The player can explore some of the game map in 3rd person after or before starting missions. I got this idea from Three Houses in the way that their game map also has a 3d rendered version.
Enemy waves are controlled through a struct and data table which I edit through excel.
The enemies models were made super quickly in Zbrush and my mouse, lol.
They have pretty basic, "Move here" AI but I was planning on adding some combat with other enemies. I was hoping to be able to spawn friendly units on the opposite end of the track to slow down waves.
Overall, the project ended up being very successful and I was able to execute full wave-based gameplay with the mission system I set out to create.