Pilot version of a tower defence game.

Channel:
Subscribers:
831
Published on ● Video Link: https://www.youtube.com/watch?v=Os6qLEvREB4



Game:
Duration: 0:00
13 views
1


Silence blankets the battlefield as red shadows creep forward. Small dots inch along the path—enemies. The player, without hesitation, clicks the screen and places a blue tower. The moment it is placed, the tower stands still, motionless. But it is not just an object. As soon as an enemy enters its range, an unseen force takes action, gradually reducing the enemy’s health. Seconds later, the red shadow vanishes halfway down the path. The tower's attack has succeeded.

At the core of this game lies a fundamental concept—vectors. The enemies do not move randomly; an invisible force guides them along the path. By comparing their current position with the next target location and calculating the difference, their direction is determined. Multiplying this by a scalar value—speed—creates movement. It may seem like a mere formula, but the single line p5.Vector.sub(target, this.pos).setMag(this.speed) dictates whether an enemy advances or falls.

The game never pauses, always in motion. Enemies spawn, move forward, and take damage. Everything updates within the draw() function, frame by frame. In reality, humans may not perceive 60 updates per second, but in the digital world, this happens as a matter of course. Behind the scenes, enemy positions update, tower attack ranges are checked, health is recalculated, and once an enemy’s HP reaches zero, it is removed from the list. Each moment, seemingly simple, is built upon countless calculations.

There are no turns in this battlefield. Everything progresses in real-time. While the player hesitates, enemies march forward, and towers continue their assault. A single click triggers mousePressed(), instantly bringing a new tower into existence. Even if the player places it in the wrong spot, time does not stop. Think, decide, act—that is the essence of this game.

But this is not the end. This battlefield is still evolving. If visible projectiles were added, attacks would feel more tangible. If each tower had unique abilities, the depth of strategy would expand. Some towers could cover a wide area, while others could strike with devastating power. The enemies, too, should have distinct characteristics. Some might sprint through the battlefield, while others take to the skies, evading tower attacks. Their diversity would make the battlefield feel more alive.

The battle, too, should come in waves. What starts as a simple trickle of enemies could gradually escalate in complexity. Their numbers grow, their strength increases, and the player’s ability to place towers effectively is tested. To defend what must be protected, the player must think, strategize, and anticipate the next move.

It all begins with a single line of code. Within this small world lies a blend of computation, logic, and strategy. The towers placed with a simple click—how they intercept enemies, how they hold the line—these are not determined by the program. They are decided by the player’s own hands.