Blight Bay Tactics was a 3 month game development project to explore the Unity engine, C#, modelling, and tying them all together into a cohesive product.
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Starting Small
The game originally began as a uni-dimensional tug-of-war game. The scope increased as more possibilities opened up during development.
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Navigation Mesh AI
All entities refer to a navigation mesh system to understand how to navigate the world, and how to interact with other entities
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NavMesh Integration
Applying this system to entities described how they interact visually, and informed how to balance allies and enemies for a hard but fair challenge.
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Shaky Economics
The economic strategy in the game is built to spiral into chaos quickly. Managing to build up your resources while defending is a challenge of balancing priorities.
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Minimal Modelling
When hundreds of units are on the screen at once, detail is less important than recognisability. Each unit is designed to be stylistically polygonal, with their own distinguishable character design. Low poly also means high graphical efficiency, which is necessary for large crowds of units.
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Project Programming
Coded in C#, the programming of the game systems was a considerable challenge, which required plenty of reiteration as more systems were added.