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Tower Dépense

Group project | 3 persons | 1 month

Context

​Tower Dépense is the concept I proposed for a final year project in grade 3.

The project has passed all but the last selection phase.

The concept was done alone but then we developed it as a group.

 

So I had time to develop the concept a little at the end of my second year in group.

Emergence of the idea

At that time, I had to think about a concept for a potential final year project; I thought about possible genres and quickly the idea of a Tower Defense came to me.

 

Then a subgenre, being in my period of discovery of the rogue-like I immediately wanted to mix these two genres and experiment on what could happen with the project.

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From there was born the concept of Tower Dépense.

Work done

At the very beginning, the concept was done alone, then when it was selected I reworked the concept in a group, with Joachim Lainé & Marius Boutteau.

Game Design

I was the group leader on this project, I made the decision on many elements but the following are my own creation:

- Modulations intentions & Advanced difficulty control

- Rounds

- Tiles & Zones

- Defense turrets & their types

- Objects

Modulations intentions & Advanced difficulty control

The game was based on Game Systems; I wanted a main system where other secondary systems could be hooked in.

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I also wanted a modular game so that the player could adapt to their own pace; the goal was to have a game capable of having different difficulties at the same level, leaving it up to the player to decide how difficult their game would be.

Rounds

Wanting a game where the player has many elements to control, for me it was necessary that he could decide when to start a new round; depending on his part, he must do more or less actions, and therefore needs more or less time, leaving him in control is therefore the solution..

Tiles & Zones

Decision made to simplify the understanding of the game as well as programming.

To follow the intention, the player can control the discovery of new zones, thus drawing his game. At each game, he can test which form of ground he is more comfortable with.

Defense turrets & their types

I wanted the turrets to be able to combine their attacks to create additional effects, in a roguelike style. What creates fun is the knowledge of the items and their possible synergy, which is why the turrets have types.

Items

Turrets have types, so instead of attaching items to the turrets, the items are on the type of turret, making it easier for the player to decide when he gets a new object.

The items is not on the turret individually but in an inventory that affects all turrets of the corresponding type.

Programmation

I prototyped the concept entirely alone.

Tiles & Zones

​The game takes place on tiles and zones (tile squares), so I made a 3D grid. On it, a GridManager serves as an editor for the player; they can draw roads, set their towers, or even go back if needed.

 

But the script also serves as a referent to know when an zones is occupied, when it is possible to build a new zones or even which zones can be built (represented by flying white cubes).

NavMesh & Pathing

This is not the first time I have worked with NavMesh, I know how they work and it was rather simple to integrate everything, from the operation of an enemy to updating the NavMeshSurface, to recalculate the path enemies take.

The End

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