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.