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This repository has been archived by the owner on Jan 28, 2020. It is now read-only.

My first ever complete personal project. A classical-style tower defence game with some experimental features. Swapped out proper game design for fancy bloom post-processing.

Lomztein/Brute-Force-Attack

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Brute Force Attack

Brute Force Attack (Project codename: Project Virus) is a Tower Defence game developed mainly by Marcus "Lomztein" Jensen, with help and feedback from various freinds. It is made using the Unity Engine, Personal Edition and uses a bunch of image effects related standard assets, most notably the Bloom effect, but also the depth of field effect visible in the main menu.

The game is build around a more or less standard Tower Defence core, but is has attempted to innovate by applying more modern Real Time Strategy elements to the formula. Most notably is the concept of the research tree, which controls the progression of the game, stopping the player from simply saving up to the most powerful weapons early on, and instead building a variety of weapons untill the most powerful are within the players grasp. Another attempted innovation is the concept of the modular turret system, in which a single turret is made out of a bunch of modules, most commonly a base, a rotator and a weapon. However, due to poor planning and game design, as well as less-than-well structured programming, this became little more than a neat side-feature with no real practical uses outside of more compact damage.

One of the other notable features of this game is the mass enemy spam. Within a the first 30 waves, the game will spit out more enemies than most computers can handle dispite heavy optimization efforts. While the framerate might tank, all enemy and turret logic is written to be framerate independant, and therefore will play out as it should, dispite the framerates reaching something not too dissimilar to a particularily slow power point presentation. Due to the simple graphics of this game, future improvements in CPU technoligy might remidy this.

This game has been declared complete on the seventh of december, 2017. (07-12-2017), and so it is the first ever larger-scale complete project in my (Lomztein's) personal portfolio. Perhaps with this mess of spaghetticode and bloom I might be able to land a decent job.

Any bug reports, feedback or constructive critisism should be directed to lomztein4@gmail.com or given in person. Alternatively, bug reports may be posted in the issues section of this repository.

Known Issues:

  • In the assembly editor, placing down two base modules will have the game "focus" on the second one. Deleting the second one does not revert this.

License

The MIT License (MIT)

Copyright (c) 2017 Marcus L. Jensen

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

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My first ever complete personal project. A classical-style tower defence game with some experimental features. Swapped out proper game design for fancy bloom post-processing.

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