TEAM

Eunice Lim, Nancy Hsi Lin

MY RESPONSIBILITIES

  • Co-designed game.

  • Scripted cellular automata procedural map generator.

  • Scripted dynamic runtime navigation mesh.

  • Implemented pathfinding.

  • Scripted creep waves.

  • 3D voxel art.

VILLAGE DEFENSE

An experiment of love focused on procedural generation and its possibilities.

Defend your home! Build a tower anywhere in any formation! But beware, if you block the creeps they will destroy your towers!

GENRE

3D. tower defense

GAME ENGINE

Unity, C#

MAKING PROCEDURAL PLAYABLE

I basically generated blocks based on the cellular automata method but added a couple of twists to make it more interesting.

GIF_TD_proceduralmap.gif

ADDING VISUAL VARIETY

A bunch of square cubes looked boring, so I figured out how to add variety to a uniform method like cellular automata.

1. Create an array of prefab objects (eg. Broken wall, Altar)

2. Set the fill density to a very low number (~10%)

3. Check how many cubes surrounded a position.

4. The more surrounding neighbors, the larger the prefab I'd instantiate.

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MAKING SURE EVERY LEVEL IS PLAYABLE

With the method above, there was a risk that a map could not be playable because the creep's path might be blocked. Short of allowing creeps to destroy walls, I came up with a simple solution.

1. Generate the map

2. Destroy any objects in a zone around the start and endpoints

3. Using NavMesh, check if there's a valid path from start to end

4. If not, regenerate the map

Done! This solution leverages the same NavMesh logic I'd scripted for creep pathfinding.

ProceduralGen_pt2_GIF.gif

ENSURING FREEDOM OF TOWER PLACEMENT DIDN'T INVALIDATE THE GAME

A core design was that tower placement wasn't restricted, which meant paths could be blocked at runtime too. So I set up the following:

  • Update navmesh & pathfinding when a tower is placed

  • Set up a state machine for creeps - Enraged, Idle, Walking

In Enraged mode, creeps would attack towers until a new path was made!

TowerDefense2.PNG