Inspiration

The art style and feel of the game were inspired by old flash games like Bloons Tower Defense 3-4, which had an art style that was simplistic and top down. This combined with the simple, yet expansive genre of modern mobile games, created a complex game about strategic placement of troops, although our prototypes were a lot more simplistic.

What it does

It was intended to be a auto-battler which would play itself after start up. You would choose a starting spot for your troops and they would fight in a tick based strategy game. Due to many issues, we never were able to get the project out of the prototype phase.

How we built it

It started in the brainstorming phase, where this idea stood out for being extra unique, as an auto-battler, strategy game. We used an online digital art application to create the sprites and tiles, and the game itself uses swiftUI, and spriteKit to create a tile map with our sprites.

Challenges we ran into

We had lots of issues with Github. It just voided some code, and didn't show us some files. We had issues using the swift tile maps, and collecting data from specific indexes.

Accomplishments that we're proud of

The art was amazing, and was quick to do. We had an amazing concept for a game, but ultimately couldn't put it together. Our level designs, and game features set us apart from other games submitted here, and we hope to continue improving our skills in the creative workspace.

What we learned

We learned a lot about SpriteKit and swiftUI, and saw some challenges with it. This was our first Hackathon we have gone to, and we learned a lot about how to manage our team in a time and resources efficient manner.

What's next for Tides of Troy

We intend to continue this project at home, possibly remaking it in Unity where we have more experience. We plan on added multi-character deployments to sustain many enemies at once. The game will be expanded to be able to hold a lot more characters, and deal with big battles of 50+ enemies and soldiers.

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