Unit 8

I confirm that the following website and associated work within is all my own work and does not include any work completed by anyone else other than myself 

Kai Pearson

10705838@student.bpc.ac.uk

My main focus for this unit is on mechanics.

The percents being around:
90% mechanics
5% SFX (but not animation)
5% Environment art

  • Project Proposal

  • Research

  • Pre-Production & Planning

  • Production log

  • Final production & Evaluation

  • Bibiliography

The official description on the roblox page :

“Tower Battles is a strategical tower defense game. You must defend yourself and your team from waves of zombies longer than your opposing team. Play offensively by sending zombies, and also defensively by placing your customized towers.”

Images and description from Planet3arth (2011). Tower Battles. [online] Roblox. Available at: https://www.roblox.com/games/45146873/Tower-Battles [Accessed 19 Mar. 2026].

However this description overlooks major features such as the Co-op mode, balancing farming and upgrades and the increasing difficulty in the enemies spawned each wave. Tower battles is a incredibly fun game, though mostly because of my nostalgia for it.

Tower battles is solo developed and with the developer not wanting to hire other developers or sell off the game to a dev team, the game does not recieve many updates.

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Though despite this the community stays active and the game has done well in in the long time since its release in 2011.

Inspiration: Towers and upgrades.

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This is the starting tower in Tower battles in which I will show the upgrades and graphics changes that have inspired my game.
Starting price: $250
Damage type: Single
Placement: Ground
Sell Price: $125 Base firerate: 1.45s Hidden detection: level 5
Base Damage: 1
Base range: 12
Upgrade name: Visibilty
Costs: $100

– Visual Change: added sunglasses.
-Range increases from 12 to 15.
-Sell price increases to $175.

Upgrade name: Higher cal
Costs: $200

– Visual Change: Gun becomes darker and larger.
-Damage increases from 1 to 2.
-Sell price increases to $275.

Upgrade name: Highest cal
Costs: $600

– Visual Change: added sunglasses
-Damage increase from 2 to 4
-Firerate increases from 1.45s to 1.21s
-Sell price increases to $575.

Upgrade name: Secret agent
Costs: $1,200

– Visual Change: Black suit and dual wield
-Can detect Hiddens
-Firerate increase from 1.21s to 0.66s.
-Range increases from 15 to 16.
-Sell price increases to $1,175.

My main take from this mechanic is the visual change for each level. Not only does it make each level of the tower easy to distinguish it also in my opinion adds to the enjoyability of the game as you literally build up each tower to be more powerful. Furthermore the single path upgrade system from Tower battles will be used on my Hero units as I only want them to become more like the specifc heros as they level unlike the normal units that could visually change into different things.
Additionally the low poly style and shape of the characters is similar to how I would like to plan my units, with them being simplistic base meshes with low poly textures and accessories ontop.

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There is no comments to prove individual enjoyment or criticisms but the overall reviews of the game are positive.

Pegi rating:

Roblox is rated PG or a 7, and within roblox, Tower Battles is rated ‘Mild’ for Crude Humor (Mild) and Violence (Repeated/Mild). Therefore My game will easily be able to target young children as the only rating against it would be mild violence.

Konosuba is a goofy isekai comedy about Kazuma Satou, a guy who reincarnated to a fantasy world and forms a party with: the useless goddess Aqua who he brings with him from his reincarnation, the explosion-obsessed, chunibyo mage Megumin, and the masochistic knight Darkness who can never land an attack on the enemy.

The plot focuses on their failed attempts at adventuring, often leading to debt and chaos rather than fame and money.

Despite their constant arguing and dysfunction, the party develops a strong sense of friendship, sticking together through their mistakes to overcome any oposing force. Because of the parties combined incompentence the isekai theme of powerful heroes taking on demon armies to defeat the king and save the world is turned into a formidable adventuring group taking on quests to try pay of the debt from their previous shenanigans.

Inspiration: Story and Environment

Konusuba primarily inspired my ideas for the theme of my game, that being a low poly, fantasy world. Recently, I have really enjoyed watching Isekai anime where the main character is reincarnated or summoned to a new world gaininging the ability to use magic and being forced to fight off monsters and demons. Konosuba Is a good example of a quest system, in which they form a party of adventures and head out to do a task like clear a dungeon or paid labour.

Depending on the amount of production I have time for, the guild is where I want the main menu to be set and you click onto the quest board and pick a quest. However my idea, inspired by konosuba is different from the anime as the guild is primarily used as a hub and bar for the adventures.
Additionally the houses in the village I want to create are inspired by these fantasy worlds with Konosuba being a good example, and these images showing the exterior and inside of the guild building.

The quest board to the left inspired my ideas of this being the UI to select the map and your party members before starting the game. Similar to how the adventures would form a party to take up quests in Konosuba.

When Axel is attacked in Konosuba the adventures are summoned to the guild to go out and defend the city. Based of this, my idea to have partys go out to stop the invasion of demons from their portals makes sense.

The general story that should take place if the anime wasnt about the incompotent party is that Kazuma Satou should defeat the Demon Lord and his armies and save the world from terror. However because Konosuba plays on this idea and instead focuses on the party that makes mistakes and barely function, my inspiration for the story of my game comes from other animes and the general fantasy theme itself.

Depending on my planning and production there will be some story aspect or cutscene if possible, explaining the reason why you have to fight the demons, or lore uncovered as you play. Tho because it is only a game demo there would only be one maps worth of lore to uncover not a full quest boards worth of maps.

Inspiration: Character design

One of the characters I am going to plan and create upgrades for will be inspired by the character Megumin.
Her iconic staff, hat and cape along with potentially creating fx similar to the animes when she attacks, will all be planned out to gradually apear as the hero unit is upgraded.

Megumin’s most defining trait is her obsession for Explosion Magic with the unparalleled destructive power which is the primary attack I would make my hero use.

If possible I would love to learn how to simulate something like this for vfx, however mechanics and level design are a higher priority and therefore it is likely I will not attempt the vfx. However the hero I create inspired by megumin will still do devastating splash damage alike Megumin’s explosions.

Reviews:

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Crunchy roll reviews

hilarious storylines, lovable characters, stunning animation
https://www.imdb.com/title/tt5370118/reviews/

The story itself is interesting, and the main quest had a lot of potential
shift more toward slice-of-life comedy rather than progressing the core story.”
https://www.imdb.com/title/tt5370118/reviews/

The show does get a lot of hate from people who do not enjoy the comedy or because Konosuba plays on the normal isekai story, with the characters being incompotent and silly. However the overarching story that kazuma is told when he is reincarnating ( that he needs to help the people defeat the demon king’s army) is what primarily inspires my games story and theme.

Age rating:

Konosuba is rated a 14-15 beacuse of the dirty humour, suggestive situations and occasional revealing clothing. However this has nothing to do with the story of Konosuba which is what im taking inspiration of. My low poly characters in my game will be simplistic and unrevealing since they are most likely going to be pixelated/ cubic. Therefore my games age rating could easily be targeted lower despite Konosuba having a higher rating.

Blooons TD6 is a 2D low poly Tower defense game where you place monkey towers to stop waves of Bloons from reaching the end. Each tower can be upgraded through multiple paths, allowing different strategies using the same monkey. As the rounds progress, stronger Bloons like camo, lead, and purple blooms, which require specific monkeys with specific upgrades to combat. I like the 2D stylised, almost drawn like art style. You can also equip a single hero unit which works differently to other monkeys, icreasing replayability.

Inspiration: Upgrades

Btd6 has a multiple path upgrade sytem, where you can specialise a unit in one path with 5 upgrades then 2 from another. Additionally some monkeys have paragons and the end, which are incredibly expensive towers that require 1 of each T5, additional money ontop of the cost to buy the upgrade which gets sacrificed and also many 4-2 monkeys which get sacrificed to create and empower it.

In my game their will be no crosspathing from BTD6. This means that I will not have the problem of the spash icon and monkey on the map, not looking the same if you crosspath. Furthermore it will be easier to make as I will only need to make models for each indivual upgrade and not worry about compatibility with the cosmetics from the other path clipping or not showing in the splash icon.

Similarily to Tower battles, each upgrade adds or changes a cosmetic on the monkey that you can see placed in the map. The splash Icon only updates for the path with the highest upgrade unlike the monkey on the map.

I will use a questionaire and research how many paths (2-3) with how many uprades (4+) for the non hero units that I will create for my game. However I know I also will not create paragons being the upgrade that requires merging of many monkeys into one powerful one, as it does not fit my fantasy theme.

I also will not include activateable abilities like the one you can see on the left, as personally they are a inconvience to remember to press. I much prefer games where the abilities simply run as attacks as you level up the unit. Bloons reasoning for leaving them manual is so you can purchase a bot with real life / ingame earnt money to run the power continuously. However I do not want to promote micro-transactions so any abilities I think of will be passive attack for the heroe units.

Inspiration: Heroes

Although this isn’t direct inspiration, the hero system I want to create is similar to bloons. The only differences are the amount of levels, no passive leveling up and that in bloons you can only have a single type of hero, whereas I want the player to utilise multiple but not all of them at once. Like BTD6 you will only be able to place one of them and they will not have the multiple paths like other towers, and instead have a single path of increasingly expensive and powerful levels. I will decide on the amount of levels and appearnce changes each level based of a questionaire in the planning.

Inspiration: Level design/ art

Again, although it isn’t a direct inspiration to my initial ideas, this map called Town Centre in BTD6 is similar in ways to how I want to create my map.

The art style is similar to what I want to create in my game, though the camera angle would be more isometric.

The map is smaller scale than what I plan but the village houses and trees are along the lines of what I would like to create.

Pegi Rating:

I can’t find a definitive or official rating of the game but it is considered suitable for all ages, since it is only features mild catoon violence against balloons. My game will not have gore and will be similar to bloons, stylised art. However they will be fighting demons and the potential backstory/ lore of my game features death and destruction. Although its obviously set in a fantasy world, children could still be upset about villages being destroyed and therefore I will make my game suitable for children around 8+.

Reviews:

“Overwhelmingly Positive”

Steam store reviews

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Steam DB rating

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97.2% Positive reviews

“Best Tower Defense of all times, by far. I am a huge fan, since the fisrt flash browser based edition. This one has a huge amount of content: Many heroes, towers, enemies, maps, difficulties. You can play this being a casual gamer on easy settings, or play as a hardcore try hard on almost impossible settings. There is also 4 player CO-OP, which is super fun with friends. Game is also super cheap. Cant go wrong with it. The Overwhelmingly Positive rating here on steam is very well deserved. 10/10”
https://steamcommunity.com/id/sid5151/recommended/960090

“It’s both a “haha monkey shoot balloons” game and a “this tower has exactly 17 pierce and with pixel perfect placement I can use it to save $1000 on upgrades” game. A great tower defense that’s both easily accessible and has a lot of depth for those looking for a more complex challenge.”
https://steamcommunity.com/profiles/76561199630909374/recommended/960090

These reveiws show how loved of a tower defense Bloons TD6 is. The second review shows the importance of balancing the game so that all people can enjoy it. I want my game to be suitable for all and therefore this balance of easy to play but tedious to perfect is something I would like to focus on, though because of time this may only be something planned if I had a full dev team.

Inspiration: Story and theme

This is a generic Fantasy, isekai anime where 3 highschool students are summoned to another world to help fight off the demon armies. They gain the ability to use magic, and the type they have is determined by the colour of the crystal ball.

The kingdom believes Kazuki and Suzune are destined heroes meant to help defeat the invading Demon Lord’s army, but Usato is accidentally pulled in with them.
The ball reveals Kazuki and Suzune have magic abilties for light and lightning meaning they can train to become heroes and protect the kingdom.
However Usato has a even rarer affinity for healing magic. He is then trained harshly to become a superhuman healer, as he uses healing magic to enhance his strength, agility and endurance.

They train and go on to fight and overcome the demons.

This generic fantasy, heros versus demons theme inspired my games storyline and characters.

Pegi Rating:

Crunchyroll rates it a 14+ for profanity and violence, though with my low poly style not including wounds and blood. I should still be able to target suitability for all.

Reviews:

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Crunchy roll reviews

“…Is a refreshing take on the isekai genre, blending humor and action seamlessly.”
https://www.imdb.com/title/tt15237152/

“The anime offers a great mix of action, comedy, and a little bit of romance. It also showcases intense training, power-ups, and the struggles of the protagonist, making the journey feel rewarding. The pacing keeps things exciting, and the fight sequences are well-executed.”
https://www.imdb.com/title/tt15237152/

Not too many people review the story since it’s generic but most people agree the action and and style is great, so it will be a good inspiration for the main fighting theme.

Game pitch styles and formats:

Once I have created the majority of the game demo I will need to create a game pitch to showcase the core concept and game mechanics. If it was a real game development, I would use the pitch to seek funding and a dev team to create the full game. Therefore it is crucial to have a excellent game pitch as there is many game developers seeking funding.

What is a game pitch?
In game development, a game pitch is any concrete, externalized information you offer about your game with the intent to sell it in a B2B (business to business) setting. Your goal is to convince the publisher, investor, or platform that your game is the one they should get involved with.

Toresson, J. (2024). How to Pitch a Game to Publishers and Get Accepted. [online] Game Design Skills. Available at: https://gamedesignskills.com/game-development/game-pitch/ [Accessed 26 Mar. 2026].

A good game pitch should include these key features:

  1. Title slide: Grab attention with your game’s name, logo, and an eye-catching image.
    • I will create a identity for the game with a logo and name, so I can showcase my outcome.
  2. Introduction slide: Introduce yourself and your team, emphasizing your passion and experience in gaming.
    • There is obviously only me working on it, so this page won’t be that full.
  3. Game concept: Describe your game’s concept in an engaging way. What makes it unique?
  4. Gameplay mechanics: Explain how your game is played. Include key mechanics and user experience.
    • I will probably include a gameplay video.
  5. Story and characters: If your game is story-driven, bring its narrative and characters to life here.
    • I will explain the lore and characters.
  6. Art and design: Showcase the visual style and design elements of your game.
    • Close up pictures/ video of my production.
  7. Target audience: Define who your game is for and why they’ll love it.
    • Information based of my inspiration’s age ratings.
  8. Market analysis: Present your research on market trends and your game’s place within it.
  9. Marketing and sales strategy: Outline your approach to getting your game into players’ hands.
  10. Development timeline: Offer a clear timeline for your game’s development process.
    • Based of my development logs.
  11. Budget and financials: Be transparent about your financial needs and projections.
    • Made up or predicted, since I don’t actually need funding.
  12. Competitive analysis: Compare your game to others, highlighting your competitive edge.
    • Show features inspired from other tower defense games and there downsides.
  13. Technical details: If relevant, include technical aspects like platforms and system requirements.
    • I could research average pc specs and do a survey on how it runs.
  14. Demo or prototype: If available, showcase a demo or prototype of your game.
    • Maybe upload my game demo to itch, for others to play and give feedback.
  15. Next steps slide: Conclude with what you need (funding, partnerships) and your immediate next actions.

Krukowska, D. (n.d.). 18 Winning Game Pitch Deck Examples to Follow (+Templates). [online] 18 Winning Game Pitch Deck Examples to Follow (+Templates). Available at: https://www.storydoc.com/blog/game-pitch-deck-examples [Accessed 26 Mar. 2026].

Tribe Games (2026). HyperDot [online] Notion. Available at: https://heyglitch.notion.site/HyperDot-a167bdbccc284307bd07645c1e18584e [Accessed 4 Apr. 2026].

This is a short, simple and formal pitch showcasing the game quickly. I like this style though I think it could lack reasoning for the investors/ stake holders to invest in the game and also details about all the features and mechanics. The pitch covers: The game name, an overview of the game and gameplay video link, overview of features, platform support, pricing and timeline and a introduction to the developer team.

I do like how formal the visuals of this pitch are, with clean fonts and backgrounds and the screenshots of the game blending into the background. So in my pitch I might want to match this format, although my fantasy style doesn’t fit the sci-fi modern format aswel.

Aurorian Studios (2026). One Lonely Outpost [online] Notion. Available at: https://heyglitch.notion.site/One-Lonely-Outpost-2bb83dc1c168484c8fdab90f677b611a [Accessed 4 Apr. 2026].

This pitch is much longer with more details and key info. Visually I think it is much less formal and they didn’t spend much time on the looks of the pitch. However they covered a lot more content that could be crucial to win over the investors. This pitch covers: The game title, a detailed game concept, reasoning to play it its community popularity, the technical details and platform, the timeline and budget, many pages of individual features, the dev team and finally some excess art and alpha screenshots.

I much prefer the looks of the first game pitch however seperating mechanics onto multiple pages could be a good idea to cover more content. One thing I won’t use in my pitch will be the social media support as my demo will not be publicly announced.

Platform suitability

My game will be best displayed on a 16:9 Screen on PC.

The majority of people play on pc (90%) and therefore there isn’t much point in developing support for other platforms. Although I could widen the Target audience with support for other platforms slightly the development time for the small potential player increase is not worth it.

Looking through articles, most
game developers want to target PC game production as PC games still dominate the market. The graph on the right is from one of these articles:
Kolakowski, N. (2024). Which Platforms Do Video Game Developers Want to Build For? [online] Dice Insights. Available at: https://www.dice.com/career-advice/which-platforms-do-video-game-developers-want-to-build-for [Accessed 29 Mar. 2026].

I plan to develop my game for PC however because of the screen size it could also be suitable for consoles although I will not be coding the controls to work on a console therefore It will still only be suitable for PC. Mobile almost functions on my game althought I would have to add a movement button and cancel button, otherwise all other controls could just be pressed or dragged with your finger like a mouse. So overall I wil only target PC since it is the majority of the targeted market for game developers and easiest for me to do.

For content creators youtube would probably be the most suitable to promote the game.

Game engine:

Firstly my primary reasonings for picking unreal engine as my game engine:
-Previous experience in earlier units
-Inuitive blueprint coding instead of scripting
-I wanted to create a 3d game

I used this article by Doe, J. (2024). 6 reasons to choose Unreal Engine. [online] Catness Game Studios. Available at: https://catnessgames.com/blog/reasons-choose-unreal-engine/ [Accessed 14 May 2026]. To find reasons other game developers choose to use unreal engine.

1. The big hits use Unreal Engine
Many widely known and popular games have been created with unreal and a great way to learn game development is following the footsteps of the greats.

2. Unreal Engine is free
Unreal is an ideal option for students and non-commercial projects since not all studios (especially indie devs) can afford the cost of creating their own engine. Investing the time and money that would go into a team capable of creating an engine similar to Epic’s is insane. Anyone can enter the official Epic Games website and download the latest version for free. This means having free access to the same technology used by industry leaders.
Additionally for commerical products only those projects that invoice more than one million dollars will have to pay 5% as royalties. Until then, nothing.

3. Unreal Engine is the perfect fit for an industry heading towards realism
Although I am not focusing on realism in my production, most modern video games coincide in their commitment to realism.  With Lumen Dynamic, Nanite, World Partition or Metahuman, the graphics of your games will be at the level of the latest triple-A releases.

4. Say bye to coding!
To get the most out of Unreal Engine, you should be proficient in C++ programming. However, this engine offers a very accessible alternative to start creating without code. Blueprints are a visual editor where you only need to add and connect nodes to create game elements. This is also perfect for me as I mentioned before since I haven’t learnt c++ yet.

5. Versatility is key
The video game is not the only sector that benefits from the possibilities of Unreal Engine. Some films and tv shows use the best 3D engine on the market for their productions. Even the pharmaceutical industry uses Unreal Engine to visualize how some molecules interact and thus speed up the manufacturing of medicines.

6. An ever-increasing community
A great example is the official Unreal Engine forums, an active space where there is an answer for every doubt. It is the ideal place to start learning, for sure. You will also find help on the Unreal Engine subreddit and also youtube.

Target Audience

To refine my ideas and confirm features with my target audience, I created a form with some general target audience questions but primarily feedback and ideas for the game.

10 people within my target audience range filled out the form, therefore all of the information I gathered will be input from people who would potentially play the game.

Nobody was against my games theme and genre although some where just on the edge of being interested.
Therefore my game idea could succed If the development goes well enough.

The majority of people think the price should be below £5, which I agree with.

Many ower defense games are priced around £5-15. However proven by my form and personally, people want to spend around £5 on a game like this.

For example, BTD6 made by Ninja Kiwi. They have a dev team but are independent from large corporations such as E.A and therefore BTD6 kind of classes as a Indie game.

BTD6 has many sales as shown in the graph from https://steamdb.info/app/960090/

Most people would buy the game when it has a flashy 60-90% discount. Playing bloons myself I wouldn’t say it isn’t worth the £11.79 its priced at however its more enticing to buy when its £4.71-£1.17.

A Indie tower defense made by a solo dev, Isle of arrows. https://store.steampowered.com /app/1946970/Isle_of_Arrows/ prices their game at £10.99. Though they don’t have as high percent disounts, they still have frequent price reductions.

Therefore If I were to price and sell my game I would probably use the same strategy of pricing the game around £10-15 but have frequent sales to the affordable <£5 price that the target audience seeks.

Peer feedback

In the same questionnaire from above I mostly included questions like this. They were to help me finalise specifics of mechanics and take in input from my target audience.

This shows my idea for low poly and stylised artsyle could work as nobody I asked was against it or seeking hyper realism like alot of games go for.

For my UI design I think the majority of the ingame UI will be incredibly simplistic similar to Tower Battles where it is just a hotbar of your towers and their prices. However the one cool idea that I had, If I get around to it in the production was the main menu, and pre-game selction UI. So checking with the target audience they agree it would be a cool feature and therefore I should aim to squeeze in the time around the main game production to create it in the way in envisioned.

I am pretty indecisive when it comes to key features as I always want to add more than needed. So these 6 questions where useful to see how many of each type of unit the target audience wanted. Additionally it helped me decide the amount of upgrades and upgrade paths, meaning I can get to planning out the characters. Further more it showed me how many waves the target audience would want to play through, so I can target the power curve to be shallower or steeper in my planning, with stronger enemies sooner.

I also wanted more ideas for the units that I will create in the game. The key unit I picked up on was an “archer”. I completely forgot these exist, and are a much better long range unit than using a mage for that purpose . Instead I can use the mage unit with a ice/water and fire path as the target audience wants, and it also gives the player more choice for basic unit selection. Other useful feedback on my units from this form will be put to paper in the planning stage.

I asked for some feedback on my main map idea and also any other map ideas for the future, however I will not have time to create multiple maps for the game demo. Therefore I am only showing this pie chart above, with extra environment art ideas. The Farming villagers, inspired one of my money making units. Though, again, since I dont have much time I might not include this tower as it won’t be the primary money generator. Could be cool though.

Finally, I consider vfx kind of important for the style of this game and it seems so does the target audience. In development it will not be my priority to make the vfx perfect, but when im creating the projectiles and attack systems, I might aswell add some form of static mesh to add to the visuals. It does not have to be particle systems, although I may research them later, but any cheap visual effect I can come up with will be effective at increasing the attraction of my game.

Audience Engagement

I found a paper by Sarah Impley (2025). The Metrics Behind Successful Tower Defense Games — GameAnalytics. [online] Gameanalytics.com. Available at: https://www.gameanalytics.com/blog/metrics-behind-successful-tower-defense-games [Accessed 6 May 2026]. Which covers what people enjoy in tower defenses.

In fact, the best Tower Defense games share a few common traits:

Time mananagement Gant chart

Priorities / Contingency plan

I will prioritse mechanics in this game demo and therefore depending on the time I have, the units and enemies I have planned may end up being just placeholders.

I will not need a severe contingency plan as I am 100% confident I can get the prioritised core mechanics created. These mechanics will be:

-Waves of enemies
-Units attack system
-Currency
-Placement and selling of units
-Upgrade system
-Loss and win system

Then features I would like to add that I could still realistically have time to add:

-Units face the enemy their attacking
-Projectiles and sword animations
-Simple models for the units and enemies
-Main menu quest board
-Level selection screen on quest board
-Unit selection screen on quest board

Features that would be cool to add, though I would be surpised if I had time for:

-Environment art to detail the map
-Unique textures for each enemy and unit
-Walking animation for the enemies
-Visual change every upgrade, either added mesh and or a texture change
-Sound and visual effects

Completely unrealistic features that could be included in the full game if it was ever put into production would be:

-Intro cutscene explaining story and also hints of the storyline appearing throughout the gameplay
-An actual choice of different quests(maps) on the quest board
-Uniquely difficult enemies depending on the map, e.g. higher flame resistance on a lava map
-A big catalogue of many heroes and units all with changes to their meshes and textures for each level up. So that you can strategise for each maps unique challenges

Mind map

Simple plan of my inspiration and ideas.

Story

Althogh I probably will not have enough time to embed the story within the game demo. I did create a story when initially coming up with ideas for the game. This was to keep everything on a relatively similar theme and reasoning, and also to further inspire my ideas.

The world was peaceful, until demons appeared through portals led by a demon king.
They destroyed villages and people scattered away. 
Anyone capable of fighting tried, but humans had no efficient way to fight back so the losses were great. 
The demons destroyed everything in their path until they were finally subdued by the human forces. 
Humanity was devastated, but they had won this battle. 
They focused on rebuilding over the next decades but monsters started to appear.
They were weak and fairly easy to deal with, but it was unknown where they originated.
Then abnormalities were noticed in children born in the previously destroyed villages.
They seem to have abilities and were named heroes. 
The children were taught how to fight to defend against these monsters.
Humans researched the demon attack further and discovered the demon portals spread magic essence into the human realm, which had been absorbed by the children and animals in the area. 
The essence affected everyone differently allowing the control of magic or enhanced strength. 
However the later generations of children have grown up with weaker magic essence bonds and could not be named heroes, but still have enhanced abilities.
They were named adventurers and the adventurers guild was formed to protect civilians.
The adventurers were given the easier and more trivial quests as the heroes were either tasked with training the adventurers or taking on older and larger monsters.
Things did not stay this calm though, demon portals started to open again with even more formidable forces.
This time we are ready, the heroes were organised to command and aid attack teams to take on the demon’s forces and protect the villages.

However, this is still useful to help other people get a better idea of my vision and a reasoning behind the units powers and the enemies attacking.

Environment art/ level design

I made a moodboard of references and inspirations for my level art.

I then drew a plan for my map based of the references. It contains the key details of my map though due to time I did not plan the assorted details as I probably won’t make much enironment art.
The plan also shows the camera orbit path which I plan later down in this page.

Mechanics

Currencys:

Currency is easy to implement and will just be variables in the ui, though I might add some simple animation or pop ups/sfx if I have time.
Taking and gaining currency from killing enemies and buying units will also be as simple as updating a variable.

Upgrade system:

The Ui for the upgrades is planned in the UI section.
I plan to create a table like my planned units stats spreadsheet within unreal so the UI can read off of it and set the stats.
Then detect whether there is enough currency and make the upgrade button red/ green so that you can press it.

Place Unit:

This is my initial plan on how I will create the placement system

Select Units:

I created this flow chart to help me in production to create the selecting system.

I realised I needed to rework this to include the placement systems controls and managing the UI so I created another Flow chart:

Camera:

I plan to create a isometric like camera that strathes along the longside of the map then rotates around the edges in a curved rectangular motion. As shown in the image the Camera can slide along side the outer rail with the user input of A or D. The Camera is always facing towards the cube on the inner track and the the cube is always trying to reach the camera (indicated by the green line). Therefore when the camera is on the straight it will slide and when the cube reaches the end of its track the camera will orbit around it until it reaches the straight on the otherside.

Control Scheme:

A/D: Slide camera left or right
1-5: Place corresponding unit
Z: Sell unit
Q: Upgrade second path (When applicable)
E: Upgrade
C: Change target
Left Click: Interact with UI and units, place unit
CTRL: While held bulk place will be active

Units targeting and attack:

Firstly for the detection of enemies I am going to use a collison sphere set to the range of the unit and then get the enemy reference for the targeting from that.

I initially planned out this attack flow chart which I then realised had a problem with the attack speed being instantly reset when the enemy is instantly killed, since it stops the attack loop instead of waiting for the attack speed cool down.






So I created this simpler flow chart that would actually acount for the attack speed cooldown when killing a enemy.




This should be sufficient enough to help me create the attack system.

Waves and Enemies :

This is my planned enemy stats and visuals, along with the wave structure and a few fun balancing statistics like total damage needed an total essence earnt each wave. This will be directly translated into a unreal data table and the enemies will be created as children of a parent so that I can simply tweak the indiviual childs stats to the ones in this table.

Character planning

Heroes:
Explosive mage, megumin inspired
Nature mage dryad (summons animals)
Divine smth/ priestess (Debuffs and buffs) with useful dps attacks only at later levels
Wind mage (knockback and slowing)
Spirit knight (summons spirits)
Ice mage (freeze and DOT)

I Created these two tables to plan the stats, upgrades and visual changes (now moved to if I have time to make) for the heroes and units I will make.

I Will almost directly use these stats to set the values for the units as I make them in unreal. Though the animations and models will be created if I have time to, since Im focusing on the mechanics.

User interface

Plan on how they will interact with each other: The widget with the map image and enemy types is on the model of the quest scroll, which you click and it comes foward from the board and then shows the accept quest widget, which when clicked goes to the unit selection menu. with a play button at the buttom which loads the map level.

Firstly the main menu plan is to start like this and then the player can click a quest (map) and view the info.

Then you could view this info and have a button to click onto the next screen.

This is my plan for the unit selection screen in which you can pick your units for the quest then start the game.

This would be the ui during the game with every menu showing besides the settings menu.

Music/ sfx

I plan to add some randomised background music and ui clicks and hovering noises, aswell as sound effects for enemy hits, deaths and attack noises. I probably won’t create the sounds myself but find and download them from pixabay.
For the main menu I plan to use pub like abient chatter and band music, and in game more exciting and fast paced music.

These are all my weekly blogs, showing my progress across the whole project:

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Unit 8:Weekly blog 7

The Unit selection system and rest of placement system is fully working. This list is what is included in the assorted…

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Unit 8:Weekly blog 6

This weeks blog will also be a short one since I could only start working on tuesday. I got the placement…

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Unit 8:Weekly blog 4

I firstly continued my unit planning and finished planning 3 units with their 2 seperate upgrade paths of 5. They…

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Unit 8:Weekly blog 3

Firstly I Finished up the inspiration research leaving only my audience engagement heading to write under, although I may have…

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Unit 8:Weekly blog 2

Rough Character planningQuestionaire to answe, target audience, platform suitability, pricing, and peer feedbackDetailed upgrades, units, enemies and wavesLevel design This week…

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Unit 8:Weekly blog 1

This week I spent finishing the proposal and initial ideas, and then starting the research. Firstly I created a Gant chart…

These are my devlogs showing and explaining the production process behind my outcome:

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Unit 8: Devlog 2- UI / Art

Cursor visibilty and custom mouse (temporarily removed the custom cursor until proper texture is made) learnt from: Matt Aspland (2022)….

Gameplay Video

Artist statement/ Self-Evaluation

I made a fantasy tower defense game heavily inspired by the anime konosuba. I chose this low-poly hand-drawn art style because of my inspiration being a anime and felt the unrealistic style was the best fit. I didn’t focus on the art too much and I didn’t end up modeling, texturing or animating but the assets I did create are styled the same and made with the same workflow.

  • Blender: model, UV unwrap and exporting the mesh to a fbx and the uvs to a png
  • Photoshop: Mask the uvs and draw the texture, occasionally mask roughness and metallic maps too
  • Unreal: Create the material for the mesh from the texture and then use in the level

The ui style I went for derived from a fancy medieval red and gold to a transparent blue with a gold/yellow outline. It wasn’t particularily thought out or well designed but I tried to keep all the UI similar and in the same in style so it wouldn’t look odd. I used many sound effects to try make the game more entertaining and immersive although I didn’t make many special effects besides a singular quickly made explosion. I think the sound effects are a effective touch to make the project feel like a game and they are also very easy to implement.

I primarily used blender and unreal however I also used illustrator and photoshop to create images for my plan and also textures.
I also used google slides ans sheets to help with planning.

I encountered many problems although most of them I could solve and worked out in my devlog. However one problem I did not bother to solve was with the packing of the unreal project to a playable file. I debugged it unreal and completely cleared all of the packing errors and references however when packing the projects code would still be messed up. I created a temporary fix for this to record the gameplay video and other than the slight bugs caused from packaging, the game ran fine, and for me since I love tower defenses it was pretty fun trying to beat.

Most of the setbacks I encountered that I wrote about in my devlogs I would tackle by writing how I wanted to code it in a flow chart then re-creating the code to function better. And if it was debugging code, since I wrote all of my code myself and knew what was working, I could fairly easily trace back through the interfaces and blueprints using debug print screens to find the source of the bug.

What I learnt:
-Interfaces. Before this unit I did not really understand how to send messages and variables between blueprints however I think I grasp how to use interfaces pretty well and they were incredibly cruical in my development.

-Collision overlap. In unit 7 I was struggling with comprehending how the node worked and how to create the puzzle system. However I now grasp the concept that the node runs for every overlapped actor not just at once gathering them all. This allowed me to write half of the overlap code inside of the placement unit and also the units that were already in the level.

-Game instances. I don’t quite understand what they are yet however, I learnt that they can be used to save data between levels, for example the variables that held the data for what units to use in which slot in the game.

-Levels. I had not used levels before and I found out some painful things about them. Firstly opening them basically restarts the game and wipes all variables. Actors will not run code from different levels however actors like the character will need a way to run code differently between levels which I did in a shabby way of detecting the level name then setting a boolean if it was the correct level.

-Packaging. I learnt that this is a giant buggy pain and should be avoided or I need to learn how to refine the process so that my code doesn’t bug in the shipped version.

-Data Tables. I don’t know how relevantly efficient they are for most cases however these were key to my devlopment since I used them to entirely define the wave structure and every unit upgrade. They are cool as I can basically just input my planned values from google sheets then be able to access the variables of any wave of unit level in any blueprint.

-Sound effects. I had never used sound effects before however they were easy to learn how to use and customise with sound cues and are quick and fun to implement.

Improvements:
-I would have liked to have had the motivation and time to learn to animate and to have made the models and textures for the enemies but Im happy that I focused on mechanics since the gameplay (for me atleast) is fairly enjoyable.

-I think structures/ structs could have been useful as they store multiple variables in them but I didn’t learn what they are since I used tables instead.

-I would have liked to add more special effects lilke niagra particles and more projectile functions if I had more time.

Proud of:
-Im very happy with my outcome and I think I learnt alot from aiming for a fairly complicated project. Although I couldn’t hit the unrealistic goals I set I did accomplish the main mechanics that I was focusing on and my understanding of unreal has definitely increased.
-The game is fairly well optimised and un-buggy.

Time management:
I stuck to my planned gant chart amost esactly besides taking a on/off week break during the middle of the 2 weeks of easter.
I didn’t finish the plan when I wanted to but my reason behind that was because to plan something, I had to remotely know what I was doing first by testing in production. I would then refine the code by planning it out with a flow chart and then remake the code to function flawlessly in Unreal. I Started the review A week late but still did it In the planned time so overall I managed my time well and achieved above the minimum goals I set myself when thinking of this game idea.

Peer feedback

I created another form which I sent to the target audience, some which played themselves and some reviewed from watching the gameplay video.

The majority of people liked the selection, upgrade and placement mechanics I created.

Everyone liked the art style and theme I went for, more than they disliked it.

Everyone liked the fun sound effects I added to make the game more entertaining.

The majority of people enjoyed my game however the target audience I sent this form to weren’t explicitly tower defense enjoyers and therefore didn’t all enjoy my game. In all fairness my game is fairly unbalanced as my own play through to win took 40 minutes and of that around 10 where probably spent afk or waiting for rounds to end, which could be ironed out to be more enjoyable if I continued the production at a later date.

The majotiy of people rated my game a 8/10 which I think is pretty good for my second ever unreal project. This also shows that I fairly accurately met my target audiences requirements, since nobody that played it found it completely un-enjoyable.

I agree I would have liked to model the characters and map to make the game look more refined however, it definitely would not have been worth it to burn myself out doing extra production when I was focusing on mechanics for this unit.
The enemies and attack speed being slow. I agree but, I know they did not play late game where enemies can be alot faster and your units will be alot stronger. Again this is the type of enjoyment balancing I would do If I was continuing the production as It is as simple as tweaking the speeds, prices and dps of units to make early game just as fun as mid game. From my own play testing enemies are not strong enough late game and your towers dominate, this is the opposite end of the balance spectrum, which I could fix.
Main menu being glitchy may be device limitations as my computer is fairly high end and I still see a texture bug as the game initialises for the first time. Besides that the UI scales for any size screen and the quest hover mechanic had no bugs when I tested it so I would need more information about this bug to get rid of it.

Overall most people enjoyed my game demo and im happy with it myself.

Sounds:
.https://pixabay.com/sound-effects/film-special-effects-coin-collision-sound-342335/
.https://pixabay.com/sound-effects/film-special-effects-ui-error-pop-515668/
.https://pixabay.com/sound-effects/technology-ui-click-deep-512211/
.https://pixabay.com/sound-effects/film-special-effects-explosion-6-340463/
.https://pixabay.com/sound-effects/horror-monster-attack-47786/
.https://pixabay.com/sound-effects/horror-monster-death-grunt-131480/
.https://pixabay.com/sound-effects/people-muffled-chatter-23025/
.https://pixabay.com/sound-effects/musical-band-jamming-clip-26909/
.https://pixabay.com/sound-effects/film-special-effects-hit-swing-sword-small-2-95566/
.https://pixabay.com/sound-effects/film-special-effects-hit-swing-sword-small-2-95566/
.https://pixabay.com/sound-effects/film-special-effects-hit-rock-02-266304/
.https://pixabay.com/sound-effects/film-special-effects-fist-fight-192117/
.https://pixabay.com/sound-effects/people-suffering-damage-284365/
.https://pixabay.com/sound-effects/film-special-effects-click-345983/
.https://pixabay.com/sound-effects/film-special-effects-paper-slide-short-478835/
.https://pixabay.com/sound-effects/film-special-effects-paper-rustle-81855/
.https://pixabay.com/sound-effects/film-special-effects-paper-245786/
.https://pixabay.com/sound-effects/musical-a-train-is-coming-through-my-window-50076/
.https://pixabay.com/sound-effects/musical-acoustic-jazz-loop-17091/
.https://pixabay.com/sound-effects/film-special-effects-money-pickup-2-89563/
.https://pixabay.com/sound-effects/film-special-effects-money-pickup-2-89563/
.https://pixabay.com/sound-effects/money-collect-1-101476/
.https://pixabay.com/sound-effects/film-special-effects-burn-flesh-01-266302/
.https://pixabay.com/sound-effects/film-special-effects-electric-90746/
.https://pixabay.com/sound-effects/film-special-effects-pop-402324/
.https://pixabay.com/sound-effects/film-special-effects-bubble-pop-06-351337/
.https://pixabay.com/sound-effects/film-special-effects-teleport-90137/

Images:
.https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcTSwUiMBaRH9ieEsfrO6QsoPWRPin1Tpw4-GA&s
.https://toppng.com/free-image/megumin-chibi-PNG-free-PNG-Images_267951
.https://pikuma.com/images/blog/isometric-projection-in-games/tiles-textures.png

Music in gameplay video:
.https://open.spotify.com/track/7GnjUQdgcU7XeRhx8JlCWg
.https://www.youtube.com/watch?v=dXz6exPIinY

References from research pages:

References from production logs: