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Untitled TURRENT SURVIVOR

A Roguelite Tower Defense Game

GAME DESIGNER | PROGRAMMER

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Feb 2023

Made with Unity

On-going Project

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GAME DESIGN

The game was inspired by how circuits work. The player will need to guard a battery tower and use it to generate power for weapons that consume electricity, in order to fight off waves of enemies that want to destroy everything!

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Players can power their weapons by connecting wires from the power port of the battery tower to the powered port of the weapon. In order to reduce the complexity of the player's operations, the player can only lay out the defense while in a stand-by state between waves, such as switching wires, changing positions, purchasing new equipment, and so on. Once the player has finalized the layout and pressed the start button, the player can no longer operate, but can only observe the battle. Once the randomly spawned enemies in the wave are eliminated, the player will enter the stand-by state again to deal with the next wave of enemies.

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In the process of arranging the defense, players need to make reasonable use of the gold obtained in the battle to upgrade the weapons in the store, buy new weapons, new power sources, or buy wire management tools, such as the one-in-two Hub. and then plan the maximum output of the attack according to the existing resources and weapon power.

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The player wins when the player defeats a certain number of waves of enemies.

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PROGRAMMING

My programming job in this project was to develop enemy AI, enemy pathfinding and enemy generation algorithms and systems.

 

Because there were so many enemies in the scene at the same time, using Unity's NavMesh would be too expensive. So I used a Local Navigate method and Unity's Job System for the enemies' path finding. Because I used multi-thread function, the frame rate raised at least 100 compared with using NavMesh.

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Local Navigation

At the same time I developed a randomization algorithm that allows enemies to randomize spawn points, enemy types and numbers within a controlled range. To make it easier for the designer to configure, I plugged the data into an Excel spreadsheet so that I could easily manage the attributes of each wave of enemies.

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Enemy Generator

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RESULT

We tested the game with our player base and had great feedback from players who found the game fun, but wanted more props to use as well as a more strategic dimension, and also wanted to be able to do more than just stand by and watch in battle. We will continue to improve the game afterward.

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Here is a gameplay demenstrate video with translation in case you don't speak Chinese.

Gameplay Demenstrate Video

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