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Last Bastion

Last Bastion

Last Bastion is an experiment with the use of enemy boid-like movement in a tower defense game.

This was developed in two months for a game development course with my roomate Ayden Tanner.

Key Features

  • Boid Swarm AI: Implemented flocking behavior for enemy units, creating dynamic and unpredictable attack waves.
  • Custom Shaders: Developed unique visual effects for towers and enemies using custom-written shaders.
  • Unity ECS: Leveraged the Entity Component System for high-performance gameplay, managing thousands of entities efficiently.

Technical Deep Dive

  • Boid Implementation: The boid flocking algorithm was based on three core principles: separation, alignment, and cohesion. We implemented this using Unity’s Job System and Burst Compiler to ensure high performance.
  • Shader Development: We wrote custom effect shaders to give parts of the game a stylized look. We also created unique particle effects using Unity’s SFX system.
  • ECS Architecture: We chose Unity’s ECS to handle the large number of projectiles and enemies. This data-oriented approach significantly improved performance.

My Role

On this project, my primary responsibilities included:

  • Developing some core gameplay mechanics, including the tower functionality and building.
  • Custom shaders for visual effects.
  • Level design tools and creation.
  • Collaborating on game design and level balancing.