Tower Defense Design Doc

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Tower Defense Design
Doc
Andrew Williams
Brad Dillon
Executive Summary
Abstract of Game Story
In the far future, humanity has spread to the reaches of
known space. There they encountered life forms, or
rather we should call them a life form, who lived as a
single entity. It pities all the life forms that have to live
their lives alone and attempts to save them by bringing
them into the fold. Of course, humanity is not willing to
submit to the desires of the life form.
You are the commander of the static defense
emplacements on the planet Enos. You have at your
disposal the most advanced static defenses developed
by Humanity to date. Defend the front lines and do not
allow a single alien life form to slip through!
Game Play Look And Feel
Appearance
Basic Level Map
Appearance Cont.
Enemies
Units
Basic Turret
Upgraded Turret
Player Roles and Actions
It is the players role to place turrets in such a way that
enemy units are destroyed before they can cross to the
end of the map
Clicking on an empty square will place a turret if funds
allow
Clicking on a turret gives the player the option to
upgrade or sell the turret
 Upgrading the turret will change the appearance and
damage of the turret
 Selling the turret will refund the player a fraction of the
turrets worth
Strategies and Motivations
The player is given a limited amount of
resources
For each turret placed the player loses
resources
For each enemy unit destroyed the player
gains resources
Level Summary/Story Progression
Enemies spawn if waves
If the player can stop all the waves on a
map and still has health remaining, the
player proceeds to the next map
If the player can finish all maps, the player
wins the game
Development Specification
Hardware
Any Flash capable device, preferably one
with a mouse and a keyboard.
Software
We will be using Flash and Action Script 3
to develop the game. We will be using the
Flash Punk libraries.
Algorithm Style
As we will be using static paths, we do not have to worry
about the use of a path finding algorithm for the path of
the units. We will however have to determine how we
want to do target selection. Possible methods for this
include but are not limited to




First enemy to enter range.
Lowest health enemy.
Highest health enemy.
Enemy about to leave the range of the turret.
It is also possible that we might allow the user to select
what targeting system they wish to use. Towers might
also have different targeting algorithms based on their
types.
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