Hey everyone! I’m super excited to officially kick off the DevLog for my current project, code-named: Mountain Stronghold.
What is Mountain Stronghold? (The Core Concept)
Simply put, it’s a 3D Tower Defense (TD) game. But I’m trying to spice things up a bit and move beyond the traditional flat maps.
The main concept of Mountain Stronghold revolves around two key things: Height and Physics.
1. Height is Everything ⛰️
In my game, the battlefield is a fully 3D environment with serious verticality.
- Forget just placing towers on a grid; you have to think about elevation, sightlines, and how enemies navigate steep slopes and canyons.
- Placing a sniper tower on a high peak gives you a huge advantage, but it also leaves the path below vulnerable.
- The map isn’t just a background—it’s your biggest strategic tool.
2. Physics is the New Strategy 💥
This is where things get fun and a little chaotic! I’m integrating real-time physics simulation into the core gameplay.
- You can design your towers and defenses to shove enemies off cliffs, roll huge boulders down a path to wipe out a wave, or use physics-driven attacks to create thrilling interactions using gravity and momentum.
- I want to bring a dynamic, playground-like feel to the usually static TD genre. It’s not just about damage per second; it’s about impact and making the environment work for you.
Why this approach?
I love the TD genre, but I felt there was an untapped potential in full 3D space, especially when you add the freedom of physics interaction. My goal is to make a game where a well-timed environmental move feels just as satisfying as a perfect tower placement.
This first post is just a quick peek. Over the next few logs, I’ll dive into how the terrain building and physics interactions actually work in-game.
Thanks for checking me out! Stay tuned for more updates, and wish me luck!