

Objective Defence Mode
Following the MVP stage I wanted to do more than just tweak and polish the arena fights, and so embarked on creating a second gamemode that made use of the mechanics in different ways, for a different purpose.
In this castle level, the player will defend a series of objective-crystals from being destroyed by the enemy. Knocking them away from the crystals and off of the walls to try and hold out as long as possible makes for a much different feel to the arena waves.
This mode required implementing an enemy-blackboard system, where enemies can request to target the player (up to a max number) and if rejected will target the current objective instead. This means the pressure is never wholly on either the player of the crystal.

Minimum Viable Product
The game at its MVP stage. This stage was achieved due to implementing in full the main gameplay mechanic - the player's attacks causing enemies to impact other objects for increased damage.
Other features of the MVP version include enemy wave spawning, simple enemy attacks and NavMesh pathfinding, and an arena environment to fight in.

Whitebox Stage
Early development focused on implementing the basics of character movement, attacking, and health-damage interaction.
In the version seen to the right, the player is capable of moving around, swinging their hammer left and right (with the relevant mouse button), dealing damage to the enemy by doing so, and having that represented in the enemy's healthbar.








