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Foto Van TowerDefense.png

Zombocalyspe: Castle Defend

Features

01.

General information

02.

My experience

03.

My contribution

04.

Github

General information

Team size: 1
Platform: unity 
Genre: Towerdefense

Foto Van TowerDefense.png

My experience

This was my first project in my second year and also my first solo project, which made it an exciting milestone for me. It was a refreshing change from the group work we had focused on during our first year of college, as it allowed me to take full ownership of every aspect of the project.

One of the most significant challenges I faced was creating the art myself, which pushed me to explore new tools and techniques that I hadn't used before. This experience not only enhanced my artistic skills but also deepened my understanding of the entire game development process. Overall, I found it to be a rewarding opportunity to experiment creatively and bring my vision to life.

My Contribution 

This was a solo project, which means that everything you see on screen is the result of my hard work and creativity! 🎨 From the concept to the final design, I poured my heart into it. I had a blast bringing my vision to life

Tower

Foto van Tower Script.png

Tower

In my tower defense game, I developed a new tower that players can strategically place at specific positions on the map, enhancing gameplay dynamics. To add depth to the experience, I also implemented an upgrade option for this tower, allowing players to enhance its capabilities over time. I believe the final project turned out good, with nice looking visuals and a well-balanced game mechanic that enriches player engagement and strategy

Enemy Spawner

Foto van enemySpawnerScript voor Towerdefense.png

Enemy Spawing
 

In the tower defense game, I implemented an enemy spawner that features multiple enemy types, dynamically increasing the challenge as players progress through the waves. The spawner uses a mathematical formula to calculate the number of enemies based on the current wave and a difficulty scaling factor, ensuring a progressively challenging experience. The formula used is:

return Mathf.RoundToInt(BaseEnemies * Mathf.Pow(currentWave, difficultyScalingFactor));

Additionally, the script tracks the current wave, introducing a boss enemy at wave 10 to heighten the excitement and provide a climactic challenge for players. This implementation not only enhances gameplay complexity but also maintains player engagement throughout the levels.

EnemyHP

foto van enemyHP tower defense.png

EnemyHP

In the game, enemies are trying to reach the player's castle to deal damage. The player can defend by purchasing towers that attack and damage the enemies. When an enemy is defeated, the player earns additional money, which can be used to buy more towers or upgrade existing ones. Each enemy killed grants 2 extra coins, helping the player to strengthen their defenses and enhance their towers.

Git hub

In this project, I initially worked with a comprehensive README file, which includes multiple sections that provide detailed information about various aspects of the project. The README covers everything from installation instructions and system requirements to a thorough explanation of the project’s structure, key features, and usage guidelines. It also includes troubleshooting tips, examples, and references to additional resources for those looking to contribute or further explore the project. This documentation served as an essential guide during the development process, ensuring a smooth workflow and a clear understanding of the project's goals.

© 2035 By Owen, C# Gamedeveloper.

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