School Project Team Cockroaches 2020-2021 8 month development time Unity with Unity DOTS Procedural programmer
What is Vedelem?
Vedelem is one of my third-year school project, a project where we worked a entire school year to create.
The game is a real-time strategy survival game, where you have to build up your castle to defend yourself from the incoming hordes of invaders.
This project is not just a game meant to be released on Steam.
It is also a technical experiment by our school to see what students can create using Unity DOTS,
which is unity's data-oriented ECS that is still in active development.
We decided to use this to challenge us to have as many interactive units on screen at once while being high performance without a high-end PC.
For this project I took the role as our teams procedural programmer. For this role I took charge in the development for two seperate systems.
Which I will briefly talk about here.
Resource Generation:
One of my main responsibilities for the project was creating a system that would randomly generate resources around the map.
But since the player is only allowed to purchase tiles around the player's already owned land the system would need to make sure the player always has enough resource near them to avoid instant loses.
In order to achieve while also keeping the system tweakable we divided the land up into different tiers. Each tier being one ring away from the players castle.
Now it was possible to tell the system how many of each resource need to be present into each tier. This way each playthrough would be slightly different while preventing the player from not starting with enough resources.
Fog Of War:
From my time working at the project I was also in charge of developing a Fog Of War system which would hide parts of the map until explored using your units.
This system works by making use of a compute shader which after giving the position of each unit and building present in the game would spit out a grayscaled image of which parts of the map have been explored.
The texture makes use of three different colors: black representing unexplored areas, white representing currently observed areas and gray representing explored but not observed areas.
This texture is then used by the fog material to create the final product seen in the game.