Pumpkin Peril
Every game session offers a fresh experience as the surrounding landscape is procedurally generated, ensuring that no two games are alike. Players must carefully select a location for their fortress and strategically position turrets, each of which excels in specific environmental conditions. As waves of enemies spawn, players must fend them off, collecting currency to construct new turrets for the forthcoming challenges. Ultimately, your garden will be overrun, prompting you to adapt and strategize anew with a different map and approach.
In a genre over-saturated by repetitive medieval fantasy themes, we stand out by embracing a unique and captivating graveyard-inspired aesthetic. Our game immerses players in a hauntingly beautiful world, where the eerie charm of a graveyard sets the stage for intense battles against relentless monsters. This distinctive visual and thematic choice creates an unforgettable gaming experience, offering players a fresh perspective on the tower defense genre.
Behind the scenes, “Pumpkin Peril” utilizes cutting-edge technologies such as the Wave Function Collapse and Random Walk algorithms to generate the terrain and paths procedurally, ensuring a consistently unique gameplay experience. Even enemy animations are procedurally generated and can be dynamically modified during runtime. Dive into "Pumpkin Peril" for a tower defense adventure where adaptability and strategy are your best allies in the fight against the ever-changing forces of darkness.
My job in the team was to develop a Wave Function Collapse algorithm for generating our terrain with different heights. Although we could have used a more conventional terrain generation algorithm, we wanted to figure out if we could make Wave Function Collapse work in a similar way, while giving us more granular control over the generation than a noise-based algorithm would have.
My Contributions to this Project
Image Gallery

Main Menu screen before map generation

Main Menu screen after map generation

Main Menu with adjusted settings, during large map
generation

Gameplay screenshot, displaying UI, placed towers and a
wave of skeletons

Close-up of a wave of spiders

Later waves consist of more, and stronger enemies

Close-up of the grave, where enemies spawn

Close-up of the path enemies take to get to the pumpkin
patch

Close-up of the pumpkin patch that you have to defend

Gif of the terrain and path generation algorithms
working together

Setup of the inverse kinematic rig for the procedurally
animated skeletons

Setup of the inverse kinematic rig for the procedurally
animated spiders