Samuel Jackson's Portfolio

Project: Voxel Tower-Defense

Introduction

Voxel Tower-Defense

Voxel Tower-Defense was a project created within a strict time-scale. Initially a single week project, all core gameplay elements were created during this first week, with a second week dedicated to UI and bug fixing.

Source-Code Store-Page

Voxel Tower-Defense was a project created within a strict time-scale. Initially a single week project, all core gameplay elements were created during this first week, with a second week dedicated to UI and bug fixing. Source-Code Store-Page

Construction System

Tetris meets Tower-Defense

Unlike your average Tower-Defense game, this project utilised a physical bulding aproach utilising 3 basic construction blocks.

All buildings are created by arranging these 3 construction blocks into the correct formation.
Furthermore, these 3 blocks each represent a primary Stat:
Red: Damage
Blue: Range
Green: Fire-Rate

Depending on which type of structure you are creatiting, the primary axis you build on changes.
Towers are created primarily a vertical axis, where as Buildings are on a Horizontal axis.

Unlike your average Tower-Defense game, this project utilised a physical bulding aproach utilising 3 basic construction blocks.

All buildings are created by arranging these 3 construction blocks into the correct formation.
Furthermore, these 3 blocks each represent a primary Stat:

Red: Damage
Blue: Range
Green: Fire-Rate

Depending on which type of structure you are creatiting, the primary axis you build on changes.
Towers are created primarily a vertical axis, where as Buildings are on a Horizontal axis.
Towers and Structures play two different roles in gameplay, while Tower's are your primary form of defense, Structures act as their supplements, unlocking additional Towers and increasing surrounding tower's capabilities.

Combat

Type Match-Up and Targeting

Item Screen

For this game, there are 4 different damage types, Black, Red, Green and Blue.
To do optimal damage, the player must match a turret's color to the matching enemy.
Black is the main force, making up a majority of enemy units, while the remaining colours fill in the ranks.

Targeting is also important as different turrets may have different priorities, while some might target the first unit in range, others might target the last. There are even turrets that will target units with the greatest threat.

Item Screen

For this game, there are 4 different damage types, Black, Red, Green and Blue.
To do optimal damage, the player must match a turret's color to the matching enemy.
Black is the main force, making up a majority of enemy units, while the remaining colours fill in the ranks.

Targeting is also important as different turrets may have different priorities, while some might target the first unit in range, others might target the last. There are even turrets that will target units with the greatest threat.

Data-Driven Elements

Structure Table / Level Table

In-order to make it easy to add new turrets and levels, There are 3 quick steps required to add a new turret to the game.
Create the Actor, Add it to the table, then add it's ID to an existing Structure's Recipe List.

Levels are set up in a similar manner, but in this case the only steps are Create the level, then add it to the Level Table.

In-order to make it easy to add new turrets and levels, There are 3 quick steps required to add a new turret to the game.
Create the Actor, Add it to the table, then add it's ID to an existing Structure's Recipe List.

Levels are set up in a similar manner, but in this case the only steps are Create the level, then add it to the Level Table.