Alex GranerGame designer
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Generator Defender

Made: May 2016
Tools used: Unity 5, Visual Studios
Group Size: Solo project

Game Description:
​     Generator Defender was a final project in my "Advanced Game Engine Scripting" course. I had to create a creative game from scratch, meaning I had to create everything in the game myself. The game also needed to implement three design patterns. I used singletons, states, and game loops to control a score system, AI behavior, and wave-based efficiency. The game also had to increase in difficulty as the player progressed. I made all the game objects from the animated helicopters to all the enemy designs.

    In Generator Defender, the player operates a mini-gun on a helicopter that moves to different areas of the generator's platform. The player must shoot and destroy enemy forces. Some enemy types are trying to destroy the generator, while others are occupied with trying to kill the player. Tanks, who only target the player, shoot blue rockets which slowly follow the player's helicopter causing damage upon impact. However, the player can destroy the rockets by shooting them down. Bombers spawn at the animated green spawn areas across the platform. The Bombers, which are the rectangle robots, move towards the generator, causing damage to the it as soon as they touch the generator. The player must shoot the Bombers before they can successfully reach the generator. Drones are the flying enemy types that can both target the generator or the player. Even though the Drones' small green bullets cause less damage than any other enemy type, their high fire-rate make them quite dangerous to their target. Drones can fly around, remain stationary, or even get right in the player's face.

     All the various ways the enemy forces behave together challenges the player's reflexes and ability to think quickly. He must not only protect the generator, but himself as well. I intentionally made some enemy types spawn in certain locations to make the player have to constantly adjust. For example, if I made a few Bombers spawn on the near-right side of the platform, maybe I simultaneously spawn a tank on the left side. This forces the player to have to shoot the bombers, while also rapidly taking their aim off the bombers and to the opposite side of the screen to destroy approaching rockets. In order to challenge the player's ability to react quickly to enemy advancements, I wanted to have the player use the entire screen space for dynamic/challenging gameplay. I wanted the player to explore the screen space I provided and constantly be aware of any incoming enemies.
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