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<_Overview>

This project is a Roguelike tower defense prototype inspired by Thronefall. Its goal is to explore new gameplay possibilities within the declining RTS genre while challenging myself to independently implement the entire game loop using C++. In this project, I aim to combine strategic tower defense layouts with dynamic and replayable mechanics to create an innovative game design. This is both a technical challenge and a creative endeavor, allowing me to delve deeper into game design and programming while reimagining how RTS elements can be adapted to meet the needs of modern players.

<_Challenge>

...Challenges Encountered During Development

Grid Build System

I used a dynamically initialized array to create a virtual grid, which is generated at the start of the game. All buildings snap to the nearest grid cell when placed, ensuring precise positioning. Each grid cell also tracks multiple boolean values to represent different states, such as whether it is occupied or buildable. One of the biggest challenges in developing this grid system was fixing bugs, such as issues with the snapping mechanism or inconsistencies in updating grid states.

Fog of War

I implemented a fog of war system in both the minimap and the game environment to enhance the visual experience and strategic depth. This system, achieved through post-processing techniques, is divided into three layers: the path layer, which shows the player's movement trail; the dynamic layer, which updates visible areas in real-time, such as enemies and units; and the static layer, which covers unexplored regions. This exercise deepened my understanding of Unreal Engine materials and the various rendering pipelines.