A Lane-Warfare Game
The core of the game started as a Tower Defence. But we wanted to stray from the static gameplay that easily comes from those kinds of games.
To enforce a stream of constant decision making we made it into a “Lane Warfare”-type of game where both sides’ unit’s advances. This gave the game a lot more urgency in the choices made.
We created the units with a "Soft" rock-paper-scissors type of approach. This made it so that the units had a clear purpose in what they are good and bad at.
It also lets the player experiment with different kinds of strategies because there isn’t one best strategy at all times.
Concepts made by
the amazing Cecilia Örnhult
and Andreja Cordeus Kavcic
HP: Medium Squishy
Damage: Hits pretty soft
Attack Speed: Fast
HP: Very Squishy
Damage: Hits hard
Attack Speed: Pretty fast
HP: A Ton
Damage: Hits hard
Attack Speed: Very Slow
Having these set guidelines for how interactions between units should turn out made it a lot easier to balance the units against each other.
The Seedling and
To create a sort of back and forth flow in the game we decided to create an economy system. To create this we added a non-fighting unit; The Seedling.
By planting a Seedling in an energy rift lets you gain economy, and the further away from your base it’s planted the more you get. This decision made it so that we could easily balance the progression of the economy and the difficulty curve of the game.
This chart shows how the different mechanics affect each other. Whenever we made a balance change we always kept this chart in mind so that we were aware of what every change might affect in the other parts of the game.
I also made it easy for us by setting up all these variables to be easily available in the editor so we were able to quickly iterate with different stats.
One of my big responsibilities during this project was to code the Units AI. Since this was my first 3D project in Unity I had to keep it simple to make it easier for myself.
To make the Units move in a simple way I used the built-in Navmesh System. By using this prebuilt movement system I could focus more on the design aspect of the attacking.
Press to expand deeper
into the Unit Coding!