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Suspense Defense
Top-down tower defense with procedurally generated maps — no two runs look the same.
A top-down tactical defense game built in C++ from scratch as a freshman project. Each run uses a procedurally generated map (Cellular Automata), so layouts are always different. Enemies navigate toward the base using a custom A* pathfinding implementation.
- Implemented Random Map Generation using Cellular Automata algorithms to ensure varied gameplay layouts.
- Developed an A* pathfinding system from scratch for intelligent monster navigation within procedurally generated maps.
- Balanced game difficulty through iterative testing and wave system tuning.
Technical Deep Dive
Custom Engine Layering
Built a lightweight engine layer handling rendering, input, and audio responsibilities. Established early ECS-like boundaries so gameplay systems could evolve without direct dependence on framework-level APIs.
Architectural Decoupling via Mediator
Introduced a Mediator pattern between UI and gameplay logic to remove direct cross-system dependencies. Centralized message flow reduced coupling, improved testability, and made iterative feature additions safer.
Algorithm Core: A* + Procedural Maps
Implemented grid-based A* pathfinding with obstacle-aware traversal and integrated a seed-driven procedural map generator (Cellular Automata based) to produce varied playable layouts for repeatable difficulty tuning.