Context & Implementation
A 2D top-down action prototype built in C with raylib. The player defends a base against enemy waves. A structured gameplay loop moves from waves to a base phase and into a new cycle, while XP, gold and silver are collected as physical loot drops. Upgrades are managed through a terminal, and the prototype explores later specialization paths. The work focuses on fast iteration, clear data structures and pixel-art-based UI and sprites.
Technical Highlights
- Cycle and wave system
- Physical XP, gold and silver loot drops
- Terminal interaction with hold progress
- Upgradeable weapon properties and multiple weapon types
- Dynamic camera and responsive UI positioning
- Pixel-art sprites and a configuration-driven world
Challenges & Learnings
- Sprite batching and render-loop optimization
- State-driven gameplay architecture
- Simple movement and physics approximations
- Heuristic balancing through distance scaling