How dplayerxax/geoworld works
GeoWorld is a Unity tower-defense game in which players shape a 3D block surface to influence enemy routes, turret placement, economy, faction synergies, and music. The principal flow runs from level selection into a build phase, then wave combat, upgrade selection, and either another wave or a level outcome. The README documents additional map, save, dialogue, minigame, audio, and presentation systems. Several subsystem implementations are not present in the sampled source or visible tree excerpt, so their nodes use supported enclosing paths and uncertain wiring is omitted.
Main entry points: GameFlowManager.cs Game Flow · Audio Game Audio · LevelSelect.unity Level Select · Scripts Enemy Units
Components 21
World and Flow
- Level Select
Assets/Scenes/LevelSelect.unity - Run Handoff
Assets/Scripts - Game Flow
Assets/Scripts/Construct/GameFlowManager.cs
Building and Combat
- Block Placement
Assets/Scripts/Construct/PlacementController.cs - Grid System
Assets/Scripts/Construct/GridSystem.cs - Surface Routing
Assets/Scripts/Construct - Synergy Evaluation
Assets/Scripts/Construct/Synergy/SynergyEvaluator.cs - Wave Generation
Assets/Scripts - Enemy Units
Assets/Scripts - Turret Combat
Assets/Scripts - Wave Upgrades
Assets/Scripts
Meta and Extras
- Save System
Assets/Scripts - World Map
Assets/Scripts - Gallery
Assets/Scenes/Gallery.unity - Dialogue Runner
Assets/Scripts - Minigames
Assets/Scripts
Audio and Presentation
- Game Audio
Assets/Scripts/Audio - Wwise Runtime
Geo world - Reactive Sky
Assets/Scripts/Audio/BackgroundReactor.cs - Game UI
Assets/Scripts
Other components
- Player
Connections 23
- Player → Level Select: selects level
- Level Select → Run Handoff: writes selection
- Run Handoff → Game Flow: provides run
- Player → Block Placement: places blocks
- Block Placement → Grid System: edits grid
- Game Flow → Surface Routing: evaluates routes
- Game Flow → Synergy Evaluation: evaluates board
- Game Flow → Wave Generation: starts waves
- Wave Generation → Enemy Units: spawns
- Enemy Units → Surface Routing: follows routes
- Turret Combat → Enemy Units: attacks
- Game Flow → Wave Upgrades: offers after wave
- Player → Wave Upgrades: chooses card
- Player → Save System: manages saves
- Player → World Map: explores
- World Map → Level Select: hosts level nodes
- Player → Gallery: views unlocked art
- Player → Dialogue Runner: starts conversations
- Player → Minigames: enters diversion
- Game Audio → Wwise Runtime: posts events
- Game Audio → Reactive Sky: drives reactions
- Game Flow → Game Audio: reports game state
- Player → Game UI: uses controls