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.