VRTD: VR Tower Defense
Immersive VR tower defense with autonomous NPC factions—farmers defend against zombie swarms while you manage the chaos in real-time.
A first-person VR tower defense game where autonomous NPCs fight for control of a castle. Farmers defend your stronghold while attackers breach the walls and zombies devour everything; you use telekinetic weapons and bombs to tip the balance.
- Unity 2019.4
- C#
- Oculus VR SDK
- SteamVR
- Universal Render Pipeline
- ProBuilder
- TextMesh Pro
- Physics (3D colliders, raycasts, ragdoll)
The game runs a living ecosystem of faction-based AI. Three NPC types—farmers, attackers, and zombies—each with distinct motivations and targeting logic—operate independently. Farmers defend the castle gate and seek out enemies to destroy; attackers and zombies target the gate directly or swarm chickens and other NPCs. All characters are driven by a shared base locomotion system that handles pathfinding, animation blending, and ragdoll physics on death.
You control the battlefield through hand-tracked VR controllers. Dual-trigger bullet fire spawns projectiles from each hand at controller velocity; bombs are thrown and explode on impact with radius-based damage. The ripple post-processor shader adds a visceral distortion effect on environmental impact. VR-specific mechanics include thumbstick locomotion with controller-relative movement (not camera-relative), intuitive aiming with physics raycast collision detection, and haptic feedback on weapon firing.
A destructible health system tracks damage on all characters and structures. NPCs dynamically spawn at configurable intervals, adapt their speed and aggression when targeting enemies versus wandering, and leave physics-enabled ragdoll corpses that settle into the environment. The castle gate is the focal point—a destructible structure that both farmers and attackers prioritize, creating emergent tower-defense scenarios without explicit player towers.
- Multi-faction AI with independent behavior trees—farmers hunt enemies; attackers/zombies target the gate; all navigate toward objectives and adapt tactics on sight
- Dual-wield projectile and bomb mechanics with hand-tracked VR controllers, haptic feedback, and physics-based collision detection
- Destructible object system with dynamic health bars, ragdoll physics death sequences, and environmental persistence
- Ripple post-processor effect for visual feedback on explosions and impacts
- NPC spawner with configurable spawn intervals and randomized character types