Halon: Tower Defense

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Description

For our project we set out to create a uniquely engaging product within a sub-genre of strategy games known as Tower Defense. This is a genre where waves of enemies attempt to travel through a maze to reach the exit while players attempt to build defenses strong enough to stop them. We want to take the genre in a new direction by putting more power in the hands of the players. By giving players agency over aspects of the genre that they don't normally control, such as maze design, we believe that the creativity of players will be able to shine in a way that encourages competition and community. With this in mind, we chose to construct this product on the game development platform known as Unity. At the beginning of this project, most of us had little to no experience with this development engine, and as a result were tasked with learning difficult skills on the fly to produce high quality content. Whether developing algorithms for enemy pathing and resource placement, constructing an intuitive UI for the players, or adjusting assets from the Unity store to suit our design needs, we have overcome each obstacle placed in our path. We are on schedule to finish a single player build of the game by the end of March, and are currently planning on implementing multiplayer by the end of May.

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Halon: Tower Defense

For our project we set out to create a uniquely engaging product within a sub-genre of strategy games known as Tower Defense. This is a genre where waves of enemies attempt to travel through a maze to reach the exit while players attempt to build defenses strong enough to stop them. We want to take the genre in a new direction by putting more power in the hands of the players. By giving players agency over aspects of the genre that they don't normally control, such as maze design, we believe that the creativity of players will be able to shine in a way that encourages competition and community. With this in mind, we chose to construct this product on the game development platform known as Unity. At the beginning of this project, most of us had little to no experience with this development engine, and as a result were tasked with learning difficult skills on the fly to produce high quality content. Whether developing algorithms for enemy pathing and resource placement, constructing an intuitive UI for the players, or adjusting assets from the Unity store to suit our design needs, we have overcome each obstacle placed in our path. We are on schedule to finish a single player build of the game by the end of March, and are currently planning on implementing multiplayer by the end of May.