
First Contact
Level design
City size - This accounted for how much 'health' the city. The city health was based off the amount of individual buildings. My design choice was done like this because it would be visually easy for the player to see how much of the city is still standing. Large city = more health, more to destroy.
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Play area size - The level needed to be the appropriate size to have an effective enough engagement for the player with the enemies but not too much were the player felt overwhelmed.
The game was built on a custom engine because of this the amount of detail in the maps were limited as well as game design limitation depended on the engine.
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The buildings are place on specified spawn locations. The game chooses randomly which building to spawn in. This means for each new play through the player will be always be defending a "new" city. Giving the player a sense that he's defending is own city.
Once the enemy is in range of a building he will begin to fire at it. Each building needs only one missile to be destroyed. The reason for this is each building is one health point from the entire city as discussed early before. In the figure above the green highlights are the buildings intact where the red buildings are ones destroyed.
The enemy spawns will be placed on top of the city. Similar to the 2d version of Space invaders. I decided that the enemies would be dropped off with a large enemy mothership.
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This ship would have 4 spawners. The game starts up with only one portal open by doing this the player begins easy and he would only need to focus on one portal.
As the game progresses more portals will open, making it exponentially harder for the player as the waves get more difficult.
Management of city size and building layout creation.