Holo knights is a solo project I created in my free time during my internship at Apptimia. As I had a great pleasure to have access to Microsoft Hololens AR glasses I decided to create this project. Holoknights is a tower defense game with multiple interesting mechanics including: game auto balancing, procedural map generation, complex tower AI (multiple different behaviors per towers), as well as usual Tower Defense features, for example: placing buildings, upgrading, gathering currency or speeding up time.
1 person (me)
For the game I created a proprietary A* pathfinding system on a grid, which was a much better fit to the game than Unity's Navmesh package. This allowed for generating paths in the level by placing several, random points and tracing a path between them to achieve a different game experience every time it was played. Moreover, it allowed the enemies to traverse the level on the path achieving the exact results I intended.
Procedural level generation, a path is generated from point A to point B traversing randomly generated points
Enemies traversing the level along the path
Core gameplay was an interesting challenge, as instead of usual tower defense mouse and keyboard inputs I had to work with hololens hand detection input. It felt very satisfying for the player to place the objects within the level, which was an important element of the gameplay. Apart from that, I implemented the usual tower defense logic with enemies of multiple types traversing the level, the towers attacking them, spending currency. One of the more interesting challenges was also the billboard UI- it had to be readable for the user, not clog the entire viewport and add to the experience, I believe I did a good job with that and achieved exactly that.
Building placement and Heads up UI
Core gameplay