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Suspense Defense

Custom C++ wave-based defense with procedural maps and a Mediator hub.

What is this game?

A wave-based action defense game built on a custom C++ engine. As tech lead, I designed procedural map generation, A*-based movement, monster and wave systems, and a Mediator-pattern messaging hub to decouple subsystems under tight engine constraints.

Team Info

  • Role: Tech Lead
  • Team: 4 members
  • Engine/Tools: C++, Custom Engine, CMake

Contributions

  • Built a custom C++ tower defense engine with a Mediator-style manager coordinating turrets, enemies, and projectiles.
  • Added procedural level layouts using cellular automata with guaranteed start–end connectivity and difficulty-curve alignment.
  • Implemented A*-based enemy routing and wave timing to control difficulty and keep encounters readable.
  • Used a lightweight Mediator/event hub to reduce coupling between subsystems and centralize communication.

Challenges & Solutions

  • Tightly coupled subsystems made changes risky; applying a Mediator pattern isolated communication and simplified routing.
  • Purely random generation caused unstable difficulty; we constrained generation with seed and curve parameters to keep runs fair.
  • Occasional blocked routes required regeneration and validation rules to ensure there was always a valid path to the goal.

Gallery

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Contact

Feel free to reach out.