The development of Attack on Wisp underwent many iterations in concept and design. The original idea of team voxel unlimited was to build a game around conways game of life algorithm, utilising cellular automation to generate the game world. We originally built a voxel based framework in the unity game engine to implement our game design ideas. Unfortunately the unpredictable nature of the algorithm with large data patterns made solving game design issues beyond the scope we could handle in the given time, we had the option to modify the original algorithm but felt this tookaway from its organic nature.
The second iteration of our game made use of the voxel framework we implemented originally. We built a prototype infinite maze runner demo utilising voxels which dramatically increased the complexity of the infinite world generation algorithm. A typical infinite runner would use single very large segments to generate the continuous environment but we had to be able to manipulate 100s of voxel entities as well as an algorithm that randomly generates the obstacles the player needs to overcome. We made the decision to rebuild the game concept with the aim to provide a more acceptable quality product by the end.
The final iteration of attack on wisp resulted in a first person survival strategy game where the player must utilise there surroundings to craft defence mechanisms to defend against the onslaught of the wisp race each night. The most unique feature of attack on wisp is the ability to utilise the enemy against themselves, Wisps are energy based lifeforms and defeating each wisp will reward in an energy resource that must be used to power the defence mechanisms. This gives attack on wisp an interesting risk reward dynamic. We still utilise the original game of life algorithm in generating aspects of the environment. The gamelogic is written in javascript and C#.
Team Members: Prashanna Kailasanathan Sean Fletcher Thomas Adderley James Barnes
Log in or sign up for Devpost to join the conversation.