Untitled. Game Design Document Team Brest

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Untitled Overview (Executive Summary) Game Design Document Team Brest Name of the game: Currently Untitled Name of the team: Brest Names of team members: Jordan Brest, Evan Burke, Bianca Tamayo, Kotaro Ogino Technical Platform: Android Overview of game: Untitled is an all hell breaks loose tower defense game for Android. The player will be forced to defend their tower from hordes of evil creatures ranging from giant crabs to zombies to explosive babies. Gameplay: The player will have a single tower in the center of the screen to defend from enemies. Enemies will spawn in waves that will increase in difficulty as the player progresses. The game consists of rounds that have a set time limit, with one or multiple waves per round. Enemies range from easy and slow to fast and difficult to defeat. As the player defeats the enemies through God like powers (clicking on enemies to kill them) they will be awarded points. As the players points build up they will be given the option to upgrade their tower with new abilities. These abilities range from placing down barriers, sending out NPCs to fight the enemies, and an archery tower. Furthermore, these upgrades can also include increased HP on buildings and NPCs. The goal of the game is to defend the tower for as long as possible. The possibilities are endless. Background Story: You are a God with dim witted servants. You created a hell full of monsters from every genre, including genres not even made up yet. When one of your old foes destroys the power source keeping them in hell, you lose the majority of your Godlike powers and are forced to rely on your servants and your basic spells to defend the castle containing the portal to heaven. Luckily killing the monsters gives you back your power and you are able to cast more spells and increase your servants abilities.

Genre & Art design: The genre is a Tower Defense. The art design will be mainly from open art sources found online. We have an open story to allow a plethora of art to be used. Game Specification Rules and mechanics. The player will be in control of a tower which they must defend from enemies that are approaching it from the sides of the screen to attack it. Points will be awarded for each enemy defeated (10 for easy, 30 for medium and 50 for hard). The goal of the game is to survive for as long as possible and get the most points. Enemies will come in waves, with each wave getting progressively more challenging. This means that the game can never end. However, once the tower s HP has reached 0, the game ends. The Tower: The tower will begin as a simple building with HP that the player must protect. However, as the player builds up points they will be able to upgrade the tower with extra powers. These upgrades range from higher HP, to an archery tower and NPC guards. Upgrades are subject to change depending on development time. Not all upgrade details have been set in stone currently.(tbd) The Player: The player will have the ability to have a God like power to defeat enemies. This power will be the first power that the player starts out with to protect the tower. However, this power will be limited so that it can only be used so many times per second. (TBD depending on gameplay feedback) The Enemies: The enemies will range from easy, medium and hard with the difference being in speed and HP (current differences TBD). The enemies will spawn randomly with more spawning each wave. The player will need to defeat the enemies utilizing the tower s defenses and their God like power. Artwork and user interface. Artwork will be selected from open game art found online. Game art will be 2D and will strive for a angled top down view. Artwork and user interface is subject to change based on the availability of art. User interface will be simple with the user interacting with the game through touch. The player will click on the tower and be able to see a pop up for upgrades, etc. The player will also be able to interact with enemies via touch as well.

The Tower: The tower will filter through different sizes as it upgrades. Sample Enemy:

Other enemies will depend on assets found. Gameplay and balance. Players will be able to see the entire map with the castle at the center. Waves of minions will be attacking the castle from all 4 directions. Amidst the chaos of battle, there will music, fighting sounds, and character taunts. The character taunts will be one at a time and set on a slow randomized rotation so they don t become stale or annoying. They player will be able to click on the map using his/her mouse to aim, which will cast the spells he/she has selected. They will also be able upgrade their spells and servants using the power they receive from killing units. Once a Godlike spell is attained, it will have limited uses per level, but will be upgradable during and after the level. The servants will have spells set on a timed rotation, once they are upgraded to use those spells. Left clicking will select which servants to upgrade, while right clicking will cast the spell onto the battlefield. There will be no real physics model. The enemies will run either straight vertically or horizontally and the Godlike powers/servant abilities will be instantaneously cast on the monsters. We plan on giving the game a lot of diversity in the art and abilities section. We think the more random and hilarious way to kill a group of weird monsters is the best way to go. Tower Defense and Survival games have been proven to be entertaining and successful when they are the right amount difficulty vs interesting spells/characters vs enjoyment of seeing hordes of monsters die/explode. Music and sound. For continuous music, there might be a looped spooky, medieval looped song(s) or Irish rock or punk, something to get the player into a fighting mood. For sounds, we will need

yelling and dying sounds for God, servants, enemies, and bosses. Explosions sounds for fire spells, lightning sounds for lightning spells...etc. Building sounds, armor clanking sounds...etc. Background story The basic premises of the background story is that you are the God of a realm where every type of monster, species, or entity can exist. The hell where you damned all these creatures was protected by a power source, powered with your life essence, which you thought was indestructible. You were wrong. When the power source was destroyed, a hefty amount of your power was lost with it. Upon destroying the power source, the monsters were imbued with your life force in small doses, making them even more powerful. The castle you must protect defends the portal leading to your residence of living(or heaven). Your dim witted human servants are able to assist you, but lack the means and you can only do so much with your limited powers. Luckily for you though, by killing the monsters you gain your powers back slowly and are able to cast greater spells and increase the intelligence and usefulness of your servants. On your quest to protect the world you created along with your heaven, you are curious as to who the mastermind behind this plan was. You know there were several powerful enemies you ve fought and banished, but which one lead the attack? Will you be able to survive long enough to find out? Characters. This section might be integrated with examples and sketches of artwork. Discuss both the characters the player can play, if any, and the NPCs the player will encounter.tds: Spaceships, asteroids. DS: Other racers, pace car, police. FPS: Usually a variety of monsters, aliens, and bad guys. RPG: Every NPC should be described, his/her/its background, skills, powers, possessions. useful knowledge. For important characters, this should be a "character bible." God(you): You are a self proclaimed God. You have seemingly infinite power and are capable of creating life and dimensions. You have a rude awakening when you find out you aren t as powerful as you thought and must fight to get the powers you once had, back. In your weakened state you view the battlefield from above in your heaven. This is where you are able to cast your spells and empower your servants. You aren t sure what you look like(there are no mirrors in heaven,) but you have a floating hand that appears over the battle screen.

Starting powers might include: Small explosions, lightning bolts, locust. Moderate powers might include: Bigger explosions, firewalls, lightning clouds, small dimensional tears, enemy mind control, random increases in your powers/damage. Maximum powers might include: Destroy all monsters on map, large dimensional tear, Boxxy the rampaging giant box minion. Servants: Simple human servants. They are devoted to serving God and protecting the portal which resides in the castle they defend. They have nothing too special when the first wave of monsters comes, but they grow in power as their God does. These will be upgradeable units, and the upgrades will be shown by castle upgrades. Servants might not be represented on the screen, as they are just inside the castle and using ranged attacks. Starting powers might include: Bows and arrows, rocks, yelling obscenities. Moderate powers might include: Machine guns, some magic spells, Verbal attacks that truly demoralize the monsters. Maximum powers might include: Lazers, magic given to them directly from God, combined chants of the priests that shake the map surrounding the castle. Enemies: The pawns of the enemy bosses. Not as big or scary as their leaders, but they come in great droves with the pure intent to tear down your castle and get into heaven. There is no limit as to what these enemies can do or be. They can be a giant grab or an exploding baby alien zombie. There will be ranged and melee attacking units, possibly flying or teleporting units will follow in later levels. Possible enemies: Giant grabs, chickens that crossed the road to destroy your castle, vampire balloon animals, little robots, exploding babies, aliens in spaceships. Bosses: Previous enemies God has fought with before. These are the leaders of the attack

on heaven and are hard to defeat. Similar to the regular enemies, these bosses can be whatever is imaginable. Unlike the regular enemies, bosses will be tougher to defeat, deal more damage, and might include a special ability. Levels. There will be 5 levels. Each with increasing difficulty and different combination of enemies. At the end of each level there will be a boss. At the end of the final level, there will be an ultimate boss. During and after each level, you can upgrade your spells and servant s attacks. There will be 30 seconds between each level to allow you to do this, but maintain some sense of urgency and pressure. Because the castle is stationary, there will be one background maintained throughout the game. Although the battles might be long enough for the seasons to change. Scripts. Since this is just a Tower Defense game, the amount of scripts isn t long or might even be non existent. The ones we might have, might aim to be a little funny or taunting. God: Try your hand against my powers! From here you look like ants. Did I hear something? Oh, it was you dying...ha! Servants: Yelling Obscenities attack My mother could cast a bigger fireball than that! I bet you don t even know which way is north! You are a big eyed, tub of rotten jelly! Enemies: Taste my steel Master commands, I obey Bosses: Not so tough now, eh God? I have this funny story...one time, I destroyed your power source and I m about to kill you! Cutscenes. No cutscenes. Artificial Intelligence. Servants: They will attack the closest monsters to their respective spot. Enemies: They will simply run until they arrive at the castle and start attacking.

Bosses: Same as enemies Technical Specs Environment: Untitled will be developed in Java for Android OS devices. We will be developing the game with Eclipse utilizing the LibGDX framework which will allow for faster iterations. LibGDX: A game development application framework written in Java that allows for the development of desktop and Android games using the same code base. It is cross platform compatible. LibGDX abstracts away the differences between a common Windows/Linux application and an Android application. This allows for development to consistently stay on the developer environment without the need to constantly check the code on the Android emulator or an Android device. For our purposes, the main testing will be done within the Java Virtual Machine, with final testing on an Android device. LibGDX also comes prepackaged with APIs that will be useful in the development process. These will be elaborated on in the Classes part of this section. Link for more info on LibGDX, documentation, etc.: http://libgdx.badlogicgames.com Classes: The following is a list of classes that need to be implemented for the game: MainMenuClass This class controls the main screen that appears when the game is first started. This class controls the flow to the GameClass, HighScoreClass and allows for the user to exit the game while saving all user data. Main Menu items (each button should call new view): Start Game: Calls the GameClass and starts the game sequence. High Scores: Calls the HighScoresClass, displays high scores. Exit Game: Saves high scores and closes the app. GameClass This class controls the flow of the game, generating the background, tower and the NPCs. This class will implement the waves of enemies, gradually increasing in number during each wave. This means that gameplay is technically endless, with the class watching for win and lose conditions. Win conditions are when all enemies are defeated for that round and lose conditions are when the tower runs out of health.

EnemyClass This class serves as an interface for the enemies. Each enemy is required to have health, speed, and attack power. However, these will be implemented in subclasses to allow for different enemy types. Types of enemies(subject to change based on QA results): Easy: These enemies move slow, have low health (50) and low attack power ( 1hpt/sec). Medium: These enemies move at an average speed, have medium health (100) and medium attack power ( 3 hpts/sec). Hard: These enemies move at a fast speed, have high health (150) and high attack power ( 5 hpts/sec). Each enemy subclass will have a method that detects if health is <= 0. Once this case has been met the enemy will be deconstructed, initializing the death sequence. Each enemy subclass will have its own movement method which determines the speed of the enemies movement across the screen depending on the type of enemy (easy, medium or hard). Each enemy subclass will also have an attack method. This method determines the location of the enemy and if it has reached the tower it will begin to attack (take health) from the tower depending on what type of enemy it is. TowerClass This class keeps track of the tower or the player. This class must keep track of the tower health (game ends when health is zero), tower level, and tower upgrades. Tower will have an upgrade method which will update the health and upgrades of the tower, and redraw the sprite to portray the upgrade. Tower Levels: 1: (Base Level) This is the base tower. Tower doesn t implement any self defense. Health is 100. 2: (Health Upgrade) Tower still doesn t implement any self defense. However, health is increased to 150. 3: (Defense Upgrade) Tower has self defense (still unknown whether they will barriers or NPC fighters). Health is increased to 200. 4: (Archery Upgrade) Tower has archery tower which attacks enemies as they approach. Archery tower will have a method to draw arrows and determine attack sequence (Currently 1 arrow/sec, arrows do 50 damage). Health is increased to 250. 5+: (More Levels TBD) Levels will most likely include higher health, stronger NPCs/barriers, and stronger archery tower. PlayerClass This class keeps track of the player s touch inputs. This class will need ontouch event listeners that keep track of where the player is pressing. This class is to implement the God like powers of touching on an enemy to attack.

Detect if ontouch event is located over the enemy s location. If enemy is clicked, minus health by 50. ontouch events will most likely be limited to add difficulty to the game (1 click/sec). Sprite/SpriteBatch (LibGDX provided classes): These classes will be utilized to draw and manipulate images on the screen for the enemies. Link to API: http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/graphics/g2d/sprite Batch.html Texture (LibGDX provided class): A Texture wraps a standard OpenGL ES texture. Link to API: http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/graphics/texture.htm l ApplicationListener (LibGDX provided interface): Listener to watch for when the application is created, resumed, rendering, paused, or destroyed. Graphics can be safely manipulated within this class. Algorithms Collision detection: Algorithm needs to determine when the enemy has collided with the tower in order to determine when to start the attack sequence. Collision detection will also be used in determining when the arrows have hit the enemy. Trajectory: Algorithm to determine the trajectory of the arrows at each redraw so that the arrow can be drawn in the correct position so that it will hit the enemy. Back up/version Control Versions of the game will be backed up to GitHub. The EGit plugin for Eclipse may also be utilized to aid in pushing and pulling updates from the repo. Schedule and Personnel Responsibilities: Jordan Set up environment with LibGDX, search for art assets, coding, design. Needs to learn how to implement a trajectory and collision algorithm. Bianca Manage version control system, search for art assets, coding, design. Needs to learn LibGDX, Android development environment

Evan Search for art assets, coding, algorithm research, design, character design, sound. Needs to learn LibGDX, Android development environment, sound creation and alteration. Kotaro Search for art assets, coding, design. Needs to learn... Deliverables as of the end of seventh week, Friday, February 21: Fully running game on an android device with background, tower, and NPCs. Full game sequence runs through, player ontouch input (God like powers) implemented. Complete grasp of art assets to be used in the game, along with types of enemies. Partial coding of NPCs/barrier system (or at least a knowledge of which is more realistic to implement on time). Deliverables as of the end of ninth week, Friday, March 7: Implementation of NPCs/barrier system, along with tower upgrades. Partial implementation of archery defense system. Deliverables as of the end of the project, Friday, March 14: Full game with all tower upgrades implemented. Any other additions to the game that time permits.