Unity Castle Defense camp plan
Use this page when running Castle Defense as a 5-day camp.
At a glance
| Day | Blocks | Goal |
|---|---|---|
| 1 | Setup, Stage 1, Stage 2 | Unity project opens, enemies move, and waves begin. |
| 2 | Stage 3, Stage 4, Stage 5 | Grid, gold, HUD, buying, and tower placement work. |
| 3 | Stage 6, Stage 7, Stage 8 | Towers fire, arrows hit, and stronger economy choices appear. |
| 4 | Stage 9, Stage 10, catch-up | Win/lose state and polish are ready. |
| 5 | Build check, balance, parent demo | Students explain one C# system and one design tuning choice. |
Minimum viable finish
A student should leave with a Unity scene where enemies move, towers can be placed, and the game reaches a win or lose state.
Coach triage
- If Unity imports are slow, start setup before the first teaching block.
- If scripts do not compile, fix the first console error before reading later errors.
- If a student is behind, prioritize enemy movement, tower placement, and one ending.
Common stuck points
- One C# compile error can stop unrelated scripts from running.
- Sprite slicing and asset import settings need careful checking.
- Students may tune values without pressing Play again to verify the change.