100 Day Siege
Foundry Six
Game Designer
Overview:
100 Day Siege is a VR tower defense game where players defend a castle against hundreds of enemies at a time utilizing their stationary slingshot, artillery upgrades, and powerups.
Overview:
100 Day Siege is a VR tower defense game where players defend a castle against hundreds of enemies at a time utilizing their stationary slingshot, artillery upgrades, and powerups.
Team size: 10
Engine: Unity
Platform: Meta Quest Headsets
Main Contributions
Game Balance
Lighting Optimization
Testing
I'm new to game balancing and there is a lot to learn. Currently I've made a google sheet that tracks all 50 enemy waves and the 9 enemy types.
Their stats including:
Unit count per wave
Health
Damage per second (DPS)
Score
The creation of this utility is helping me and the team visualize data and experiment with values before testing them in-engine.
Previously, a trial and error process was used to determine how many enemy units should go in a wave based on feeling alone.
The images show examples of graphs that can be made with the balance sheet. These graphs are tracking the combined DPS of enemies in each wave.
While various factors contribute to difficulty, DPS was an easy pinpoint to whether a level was going to be difficult or easy.
Current release: There is a large DPS drop off at 801, level 8 wave 1. This comes off the tail of a fairly consistent waves of increasing difficulty.
WIP: Increasing unit counts in days 8-10 increases the enemy DPS in each wave. Further testing is required to validate whether this is harder, but it's a start
100Dos is currently in alpha on the Meta Quest Store.
These images show the in-engine environment. The following three images show the improvements to the environment utilizing Unity's URP Baked Lit material and static lighting.
Current release: Environment no lighting
WIP: Baked lighting on static meshes