Island Invasion Tech IV – Event-Driven Development
The key to being a good software engineer is knowing the right solution to the problem. For software with complex, distinct components, an event-driven solution may be what you want. Unity's Development Paradigm Traditional Unity (before ECS) uses a component-oriented approach. That
Island Invasion Tech III – Procedural Map Generation
One of the key features of Island Invasion is its procedural level generation. In non-tech speak, this means that each level is created by the game, rather than hand-designed, making each map different. What is low-poly? The term low-poly typically refers to
Island Invasion Tech I – Dynamic NavMesh
One of the most challenging aspects of Island Invasion's development was implementing the ability for the player to "control the enemy path". In this post, I'm going to go over the solution to that problem, the alternatives, and lessons learnt. Unity's
Island Invasion – A Short Post-Mortem
Island Invasion has been out for two weeks now, and I have planned to do a bit of writing about the game's development over the coming weeks. I always find it fascinating reading about the development of other indie games,
Island Invasion Released!
Our first game, Island Invasion, is out and available on Steam! Island Invasion is a score-chasing tower defense game, with randomly-generated maps and infinite waves of enemies. It features 6 upgradable, unique towers, 8 enemy types which require different strategies to