GAM 400 – Turret Defense by Exodus Games – Mike Moore Game Design Document v1.2 10/27/2005 An Exodus Games Production GAM 400 Fall 2005 Instructor: Mike Moore Producer: Josh Bell Game Designer: Ryan Thorlakson Technical Director: Brenton Anderson All content © 2005 DigiPen (USA) Corporation, all rights reserved. 1 GAM 400 – Turret Defense by Exodus Games – Mike Moore Table of Contents 1 – Executive Summary 1.1 – High Concept 1.2 – Game Description 1.3 – Back Story 1.4 – Example of Play 1.5 – Marketing 1.5.1 – Target Audience 1.5.2 – Target Rating 1.5.3 – Competitive Products 1.6 – Milestone Overview 1.7 – Budget Overview 1.8 – System Requirements 2 – Game Design 2.1 – Terrain and Environment 2.2 – Player Movement 2.3 – Player Combat 2.3.1 – Player Weapons 2.3.2 – Field Deployable Equipment 2.4 – Controls 2.5 – Resources 2.6 – Structures 2.6.1 – Walls 2.6.2 – Turrets 2.6.3 – Upgrades 2.7 – Special Abilities 2.8 – Enemies 2.7.1 – Ants 2.7.2 – Grunts 2.7.3 – Soldiers 2.7.4 – Commanders 2.9 – Scenarios 2.9.1 – Win/Lose Conditions 2.10 – Game Interface 2.11 – Projectiles and Explosions 2.12 – Sound 2.12.1 – Samples 2.12.2 – 3D 2.12.3 – FMOD Designer 2.12.4 – Hierarchical Event Tree 2.12.5 – Event Hierarchy Key 2.12.6 – Event Hierarchy All content © 2005 DigiPen (USA) Corporation, all rights reserved. 2 GAM 400 – Turret Defense by Exodus Games – Mike Moore Appendices A – Scenario List B – Game Data C – Tech Tree Charts D – Game Flow Chart E – Team Summary All content © 2005 DigiPen (USA) Corporation, all rights reserved. 3 GAM 400 – Turret Defense by Exodus Games – Mike Moore Section 1 – Executive Summary 1.1 – High Concept Turret Defense is a fast action futuristic first-person real time strategy game with personal weaponry and strategic building of turrets, walls, and traps to defend against oncoming alien hordes. All content © 2005 DigiPen (USA) Corporation, all rights reserved. 4 GAM 400 – Turret Defense by Exodus Games – Mike Moore 5 1.2 – Game Description Turret Defense is a new twist on the classic first person shooter genre. Along with personal weaponry such as a blaster and grenade launcher, the player will be able to construct a base to defend the critical hatch point. The player will need to place walls and turrets in a strategic way and decide how to allocate resources, whether to upgrade personal weaponry or the base to best take out the attacking enemy alien swarms. Enemies will be coming from all directions, giving the player a feeling of being in constant action. Lulls between alien waves will give the player a breather to repair and further expand his defensive base. If the aliens manage to tear through his defenses, they will reach the hatch that leads down to the helpless civilians and the mission will be lost. The emphasis of the gameplay will be on the defensive strategy the player employs. He must intelligently defend against several different enemy AI types. He must defend against swarms of ants that individually are quite stupid, but in a massive group they learn and adapt to your base by laying scent trails. Other alien types behave more like a traditional small tactics squad to analyze and attack the player’s weak points. The player himself is invulnerable. The object is not to defend yourself, but to protect the hatch from the aliens that are trying to tear it open. The terrain is fully deformable. The enemies can use this to their advantage to dig trenches and ravines to hide in, so the player’s turrets become less effective. Also, explosions will cause the terrain to deform. As the battle rages on, the terrain will be scarred. This lends the game a more realistic and high-action feel. All content © 2005 DigiPen (USA) Corporation, all rights reserved. GAM 400 – Turret Defense by Exodus Games – Mike Moore 6 1.3 – Back Story Turret Defense is set on an alien planet that has been colonized by cutting-edge space explorers. The harsh planet surface was unsuitable for human life, so the explorers tunneled underground and built a colony beneath the planet surface. Unfortunately, the colonists did not study the planet closely enough. The planet is already inhabited by an alien race. The aliens are protective of the resources on the planet and are not very happy about the intruders! The player takes the role of the lone space marine posted at the hatch that leads to the civilian colony. He must defend it at all costs against the assaulting alien hordes. All content © 2005 DigiPen (USA) Corporation, all rights reserved. GAM 400 – Turret Defense by Exodus Games – Mike Moore 7 1.4 – Example of Play Marine’s log September 21, 2385 There I was, standing on the surface of a barren planet. I had recently heard the alert that alien swarms were quickly approaching my small, fragile base. I did some reconnaissance work with my jetpack and saw some small ant creatures approaching from the east. I knew that part of my base was week, so I used the resources that Command had supplied me to drop some wall and turret structures onto the terrain. The ants approached my base, but were stopped by the wall and were torn apart by the turrets. I knew that wasn’t the end of the assault. Bigger aliens were coming. I used the resources I had gathered from the ants to upgrade my turrets and walls. But that wasn’t enough! I had underestimated my new opponents. Teams of larger, more humanoid aliens were working in a strategic group to circle around my base and attack the vulnerable west wall! I flew out with my jetpack and used my personal machine gun to take them out just before they had smashed the west wall to bits. The sun was setting, and it was getting a bit hard to see. I could tell that all the turret fire had scarred and deformed the terrain. And then I saw them, coming out of a crater. Hundreds of ants! Quickly, I built a few more turrets. The turrets were effective in taking out the ants at first, but somehow they learned the danger of the turrets and began forming trails around my turrets. They began massing up on my north wall, quickly taking it down. I did my best to lay down suppressive fire, but there were too many of them. They were headed straight for the hatch leading to the helpless colonists! I was out of options, so I activated my secret weapon: a tactical air strike. Missiles quickly began raining down on the north face of my base, obliterating the alien ant presence. When the smoked cleared, I looked along the horizon in the moonlight. No more aliens could be seen. I had successfully defended our colony for another day! All content © 2005 DigiPen (USA) Corporation, all rights reserved. GAM 400 – Turret Defense by Exodus Games – Mike Moore 8 1.5 – Marketing 1.5.1 – Target Audience Turret Defense will appeal to male gamers 15 – 25 that typically play FPS and RTS PC titles. In particular, fans of Sci-Fi themed games, movies, and books will be immediately attracted to Turret Defense’s setting and theme. 1.5.2 – Target Rating Turret Defense will have an ESRB rating of T (Teen) for ESRB Content Descriptor of Violence (i.e. “scenes involving aggressive conflict”), suitable for ages 13 or older. To conform to the wishes of the publisher, DigiPen Institute of Technology, Turret Defense will not use blood or any other content that would lead to further ESRB Content Descriptors related to violence. All content © 2005 DigiPen (USA) Corporation, all rights reserved. GAM 400 – Turret Defense by Exodus Games – Mike Moore 9 1.5.3 – Competitive Products Turret Defense is a fresh spin on traditional RTS and first person shooter games. It is inspired by Warcraft III’s® tower defense maps, and takes imagery from Starcraft® and the Half-Life® mod Natural Selection. Turret Defense will place the player right there in the action, which is a departure from traditional RTS games. All content © 2005 DigiPen (USA) Corporation, all rights reserved. GAM 400 – Turret Defense by Exodus Games – Mike Moore Starcraft® for the PC Warcraft III® for the PC All content © 2005 DigiPen (USA) Corporation, all rights reserved. 10 GAM 400 – Turret Defense by Exodus Games – Mike Moore Half-Life® mod Natural Selection® for the PC All content © 2005 DigiPen (USA) Corporation, all rights reserved. 11 GAM 400 – Turret Defense by Exodus Games – Mike Moore 12 1.6 – Milestone Overview Milestone 1: First engine proof Due Date: 11/18/2005 Description: Game engine complete. All menus accessible. Transitions into the game. Player can move around the game world and build structures. Enemies have basic AI. Turrets and player weapons can destroy enemies. Sound implemented. Graphical engine implemented using shaders. Static models can be loaded and displayed. Milestone 2: First Playable Due Date: 12/9/2005 Description: Support for multiple scenarios added. All AI is complete except for commander units, which have only prototype AI. Terrain generation and deformation is finalized. Milestone 3: Alpha Due Date: 1/30/2005 Description: Animated models can be loaded and displayed. Day/night cycle implemented. Milestone 4: Beta Due Date: 3/12/2005 Description: All levels have been created. All audio and art assets are finalized. Milestone 5: GOLD Due Date: 4/18/2005 Description: All bugs worked out. Scenarios are play tested and balanced. The user interface and controls have been focus group tested and refined. Game installer is done and all marketing material is completed. All content © 2005 DigiPen (USA) Corporation, all rights reserved. GAM 400 – Turret Defense by Exodus Games – Mike Moore 13 1.7 – Budget Overview Software Units Cost Per Unit Total Cost Microsoft Visual Studio .NET 2003 Professional 3 $399.00 $1,197.00 Microsoft Office Standard Edition 2003 1 $399.00 $399.00 Autodesk 3ds Max 7 1 $3,495.00 $3,495.00 Developer Workstations 3 $2,000.00 $6,000.00 Total - - $11,091.00 Position Annual Salary Project Total (est. 8 months) Producer $65,000 $44,000 Game Designer $65,000 $44,000 Technical Director $95,000 $65,000 Total $153,000 - Total Cost: $164,091.00 All content © 2005 DigiPen (USA) Corporation, all rights reserved. GAM 400 – Turret Defense by Exodus Games – Mike Moore 1.8 – System Requirements The game will require the following system requirements to run on minimum settings. • Windows 2000/XP • Pentium® III 1Ghz or greater • 512 MB RAM • OpenGL 1.5 complaint video card with 32MB of texture memory • 200 MB Hard Drive Space The following are recommended system specifications. • Windows 2000/XP • Pentium® 4 2Ghz or greater • 1 GB RAM • OpenGL 2.0 complaint video card. Fragment and vertex shader compatible hardware with 64MB of texture memory or greater. • 200 MB Hard Drive Space All content © 2005 DigiPen (USA) Corporation, all rights reserved. 14 GAM 400 – Turret Defense by Exodus Games – Mike Moore 15 Section 2 – Game Design 2.1 – Terrain and Environment The terrain in Turret Defense will be completely deformable. It will be based on a height map, so the playfield remains a 2D space, but hills and valleys can be created using height values. Various game actions such as explosions or enemy digging can cause dirt to get thrown around the playfield, making one area lower and another area higher. Also, no slope in the game will be allowed to exceed a certain steepness. If any slope is too steep, the dirt will roll down the hill, filling up the lower parts and taking away from the higher parts. The player and enemies can use the terrain to their advantage. Terrain can obscure turret fire, so the player would be wise to build his turrets up on top of hills so they get the most visibility. Also, enemies walking up slopes will be slower, so the player might put turrets near where the enemy would be walking up a slope to maximize the time the turret can fire. Terrain is randomly generated, not pre-computed. It will be different each time the game is played. It will be generated based on overall parameters to the level, and from these parameters random hills, valleys, mountains and other features will be laid down on the default flat terrain. The environment is set on the surface of one of four alien planets. The difference between these planets will be the overall color scheme, the terrain and skybox textures, the overall feel of the terrain (how hilly or random it is generated) and possibly the amount of gravity. Otherwise, game play is exactly the same on each planet. There will be no additional features based on planet type. All content © 2005 DigiPen (USA) Corporation, all rights reserved. GAM 400 – Turret Defense by Exodus Games – Mike Moore 16 The rotation of these planets is extremely fast, so the sun and moon will rise and set approximately every minute. When the sun is out, a warm daylight will color everything. When the sun sets, the moon will come up and everything will be bathed in a cool moonlight. Specular mapping on the terrain and objects will catch the sun and give a unique, 3D looking appearance. All content © 2005 DigiPen (USA) Corporation, all rights reserved. GAM 400 – Turret Defense by Exodus Games – Mike Moore 17 2.2 – Player Movement The player has two basic movement modes: walking and jetpacking. While the player is walking, he will be able to walk anywhere, only obstructed by structures and the edge of the map. The player will be able to walk through enemies as if they were not there. If he is up on top of a wall, he will be able to walk along it, and drop off onto the ground. Player movement will use standard first person shooter controls using the WASD keys for movement and the mouse for looking around. To activate the jetpack, the player will press the spacebar key. When the player uses the jetpack, he will drift up to a certain height above the terrain. He can then move around on this higher plane using an acceleration-based movement scheme. Maximum velocity using the jetpack will be four times normal walking speed. The purpose of the jetpack is to quickly reach far-off locations, as well as getting over structures. The player’s height will tend to stay a fixed distance above the ground, so he can go down into valleys and up over mountains. Controls will be the same for moving in the jetpack plane: WASD for movement and the mouse for looking around. When the player releases the spacebar key, the jetpack will be de-activated and the player will fall to the ground. We prefer having the player hold the key to use the jetpack instead of toggling it, because from testing it seems to gives better control. The player can use the jetpack indefinitely. While the player is using the jetpack, he will not be able to use any player weapons. The jetpack is to be used as a transportation mode and for a higher perspective when building the base, not for fighting enemies. In addition, we will implement a second jetpack mode, where the player will hover high above the action (roughly 3 times higher than normal jetpack mode). In this mode, the player will only move at the speed he could move while walking on the ground. The purpose of this mode is to give the player a better “RTS” perspective, so it is easier to All content © 2005 DigiPen (USA) Corporation, all rights reserved. GAM 400 – Turret Defense by Exodus Games – Mike Moore 18 place buildings and upgrade them. The player will activate and de-activate this mode by pressing the CTRL key. All content © 2005 DigiPen (USA) Corporation, all rights reserved. GAM 400 – Turret Defense by Exodus Games – Mike Moore 19 2.3 – Player Combat 2.3.1 – Player Weapons There are two weapons that the player can use personally, the blaster and the grenade launcher. Neither weapon is necessarily available by default; this will depend on the settings for the scenario. They may have to be researched using resources. See the appendix for costs of researching. The player’s weapons cannot damage himself or any structures. The grenade launcher weapon can deform the terrain. Weapons will be 3-D models, displayed at the bottom of the screen, in front of anything else in the game world so the player can always see them (as in standard FPS games). The weapon model will stay static, except when a shot is fired. When firing, the model will show a firing animation. The weapon cannot be used again until the animation is done. Upgrades can cause the animation to play faster. There is no ammo. To switch between weapons, the player will press the corresponding key (1: blaster, 2: launcher). The blaster is a direct line-of-sight weapon. The player will aim using the mouse, then click to fire. The blaster will instantly hit the first enemy found along the player’s line of sight. The blaster has three states of upgrade. The first is the standard blaster. The second version is a more powerful blaster with less cool down time. The third version can be fired continually by holding the mouse button down. See the appendix for exact damage, cool down time, and cost of each upgrade. A graphic of the weapon will be displayed in the game, showing it firing. Tracer rounds will show where the bullet has traveled. The animation of the firing will give an indication of the cool down time before another shot can be fired. This animation will speed up for better upgrades. The image for the weapon will also change. All content © 2005 DigiPen (USA) Corporation, all rights reserved. GAM 400 – Turret Defense by Exodus Games – Mike Moore 20 The grenade launcher is an area-of-effect weapon. It is aimed with the mouse and launched by clicking. The grenade will fire in the player’s line of sight. It will travel through the game world over time, being pulled down by gravity. When it detects a collision with the ground or an enemy, it will explode with an explosion graphic. The explosion will also cause a depression in the ground, lowering the terrain. Dirt particles will be thrown up into the air, and as they land, they will re-deposit into the land. Damage will be applied to all enemies within the blast radius. There are three states of upgrade for the grenade launcher. The first is the standard grenade launcher. The second version has less cool time, is stronger, and the blast radius is larger. The third version is a similar upgrade. Each version will look different in the game world, and the animation will give an indication of the cool down time. See the appendix for exact damage, cool down time, cost of upgrade, and radius of effect. 2.3.2 – Field Deployable Equipment There are three types of field deployable equipment. These are used by the player out on the field, but are different than weapons because they are deployed as their own entities and have effects on the surrounding area even if the player leaves the area. The first piece of equipment is the emergency turret. After researching the emergency turret, the player will be able to place emergency turrets anywhere on the playfield. These turrets do a high amount of damage and fire very quickly, but are easily destroyed by alien attacks. They also have a timer on them so they break down after a certain amount of time. The player can use these turrets as a quick fix to help defend against a big alien swarm. The AI of the turret is to attack the closest enemy within the turret’s field of view. If no enemies are in the field of view, they turn to face an enemy outside the field of view. There are two states of upgrade for the field deployable turrets. The number of field turrets the player has available increases every set amount of time. For each upgrade state, the maximum the player can have in reserve to use increases, and the time to add one turret to the reserve decreases. See the appendix for upgrade costs, maximum reserves, and time to add a turret to the reserves. All content © 2005 DigiPen (USA) Corporation, all rights reserved. GAM 400 – Turret Defense by Exodus Games – Mike Moore 21 The second equipment item available to the player is pheromones. The enemy ant swarm units lay scent trails as they walk along the terrain to guide other ants toward safer areas. By placing pheromones in an area, the player can attract ants to the area, confusing the purpose of the ants. In this way, the player can lure the ants into more dangerous areas for them. There are three upgrade states of the pheromones. Each state increases the amount of scent placed and the radius of effect. See the appendix for upgrade costs, amount of scent, and radius of each upgrade state. The third equipment item is the targeting beacon. This beacon is used to place the target for the special abilities of the ultimate turrets. For more information, see section 2.6.2 (Turrets). There is a reuse timer on throwing the targeting beacon. See the appendix for the amount of reuse time for each targeting beacon. All content © 2005 DigiPen (USA) Corporation, all rights reserved. GAM 400 – Turret Defense by Exodus Games – Mike Moore 22 2.4 – Controls The controls for the game will be re-configurable by the player in the menu. Menus are navigated with a mouse cursor. The mouse is used to select and click on menu items. The build mode of the game is treated in the same way. The mouse is used to place structures and select upgrades. In the game, pressing the escape key will pause the game and bring up a dialog asking if the player would like to quit to menu, quit the game, or resume. The HUD will have a display in the top left of what weapons are available, and the one selected will be in a highlighted color. PLAYER CONTROLS Mouse Movement – Player Look Left Click – Fire Current Weapon or Use Current Equipment W, A, S, D Keys – Movement Spacebar – Hold to activate jetpack Shift – Switch to build mode 1 – Select Blaster 2 – Select Grenade Launcher 3 – Select Field Turret 4 – Select Pheromones 5 – Select Targeting Beacon BUILD MODE CONTROLS W, A, S, D Keys – Movement 1 – Place machine gun turret All content © 2005 DigiPen (USA) Corporation, all rights reserved. GAM 400 – Turret Defense by Exodus Games – Mike Moore 2 – Place laser turret 3 – Place shell turret 4 – Place slowing turret Shift – Switch to movement mode All content © 2005 DigiPen (USA) Corporation, all rights reserved. 23 GAM 400 – Turret Defense by Exodus Games – Mike Moore 24 2.5 – Resources The unit of resource in the game is the “cel.” Cel is a form of energy that the space colonists have harnessed to use in their machines. Cel is collected by killing enemies. See the appendix for the cel value of each enemy. Cel is used for many things in the game, including building structures, upgrading structures, and researching new technology. When killing an enemy with personal weaponry, the player will receive four times the cel value of that enemy. This is to encourage the player to go out and fight the enemies instead of letting the turrets do all the work. To spend cel on items such as upgrades and turrets, the player must be in build mode. For more information, see the sections on building turrets and upgrading. All content © 2005 DigiPen (USA) Corporation, all rights reserved. GAM 400 – Turret Defense by Exodus Games – Mike Moore 25 2.6 – Structures The player will be able to build structures to help defend his base from attacks. The purpose of structures is to provide the player a strategic way to spend his resources towards more permanent solutions against enemy attacks. There are five different types of structures that the player can build, and each structure built will have its own upgrades that the player can purchase to further customize and reinforce his investment. Structures are built when the player is in build mode and they can only be placed on even sized grid segments. Every level will have a grid laid out on it that spans the entire level, allowing the player to build wherever he wants. While in build mode, the player will be able to select a free grid space and then choose if he wants to place a structure there. If the player has the resources to build the structure, then those resources are subtracted from the player's resource count and the building is immediately placed on the grid. When a structure is built, there will be no waiting time before it will be considered “in play” and start working. Structures coming into play will be shown flying from the sky and smashing into the grid selected as if they were sent to land there from space. 2.6.1 – Walls One of the structure types is the wall. A wall is meant to be a cheap and simple way of providing protection for your more expensive structures. Walls can also be used to filter enemies and bunker up your base. Walls are meant to take a lot of damage. Walls can not be built within a close proximity to hatches. This prevents the player from simply bunkering up his hatches and thus eliminating several game design elements. 2.6.2 – Turrets The other four types of structures are turrets. Turrets have different attack properties and purposes in the game. There is a machine gun, laser, shell and slow type turret. The machine gun turret is meant to be a close range, high rate of fire type turret that can shred All content © 2005 DigiPen (USA) Corporation, all rights reserved. GAM 400 – Turret Defense by Exodus Games – Mike Moore 26 through enemies when they get up close to the turret. The laser turret is mean to be a medium to close range type that has a medium rate of fire but higher damage per hit. The shell turret type launches shells into enemies which will explode upon impact with the ground or an enemy. The shell turret has a very long range but can not fire at things with a medium or short range. This turret is meant to soften up your enemies from afar before they reach your base. The last turret type is the slow turret. This is a strategic turret that isn’t meant to do much damage, but instead slow the movement rate of your enemies down. It has a medium to close range of attack. 2.6.3 – Upgrades Every structure can be upgraded multiple times. The purpose of upgrading is to provide yet another layer of strategy to the player. Because building space will be limited, it will eventually become more viable to the player to upgrade his current structures rather than just build more base structures. Each structure can be upgraded to different ranks. When a structure is first build, whether it be a wall or a turret, it starts out at rank 1. Each structure can be upgraded individual up to a maximum of rank 4. So the player could build a machine gun turret of rank 1, then spend resources to upgrade it to rank 2, then do the same to upgrade it to rank 3, and again to rank 4. Rank 4 structures will be special in the game and because of this, the player will only be able to upgrade 1 structure of each type (wall, machine gun, laser, shell and slow) to rank 4, all other build structures can reach rank 3. With each new rank, structures become more powerful. Additionally, some structures can get new abilities and access to further purchasable upgrades that change the attributes and abilities of the structure. For example, a rank 1 machine gun only has the rank 2 upgrade available to it. But when that machine gun turret gets rank 2, it then gets access to be upgraded to rank 3, and 2 new upgrades also become available that can either increase the turrets rate of fire, or increase it’s range. For full details of all the data associated with upgrades and in what order and structure they exist in, please refer to the appendices. All content © 2005 DigiPen (USA) Corporation, all rights reserved. GAM 400 – Turret Defense by Exodus Games – Mike Moore 27 2.7 – Special Abilities The player will be given access to special abilities as he researches further into the technologies available to him. Each type of structure (wall, slow turret, machine gun turret, shell turret and laser turret) can be upgraded from its initial state named Rank 1 up to Rank 4 (or Ultimate Rank, or just Ultimate). There can only be one Ultimate structure of each type though on a map at one time. Thus the player can upgrade all of his machine gun type turrets to Rank 3 if he wanted to, but only one of them could be upgraded to Ultimate Rank. The same applies to walls and the other turrets. Each Ultimate structure has a special ability that it provides to the player. Those special abilities are listed here. Machine Gun Turret Ultimate Rank Ability “Rain of Bullets” The player gets access to a unique beacon as part of his personal weaponry. If the player places this beacon out on the field, then this turret’s ability gets used. Shortly after the beacon is placed, a rain of bullets will come down and deal massive damage to enemy units over a circular area centered on the beacon. This ability has a two minute cooldown before the player can use it again. Laser Turret Ultimate Rank Ability “Defense Grid” The player gets a unique remote control as part of his selectable weaponry. When the player uses the remote, the player’s Ultimate Rank laser turret will radiate out a sphere of laser energy, dealing massive damage to enemy units, but leaving all of your own structures unharmed. The laser sphere emanates from the center of the turret and All content © 2005 DigiPen (USA) Corporation, all rights reserved. GAM 400 – Turret Defense by Exodus Games – Mike Moore 28 reaches out a limited distance, so it is best to have this turret at choke points. This ability has a two minute cool-down before the player can use it again. Shell Launcher Turret Ultimate Rank Ability “Toxic Barrage” The player gets access to unique beacon as part of his personal weaponry. If the player places this beacon out on the field, then this turret’s ability gets used. Shortly after the beacon is placed, a barrage of bio-chemical missiles will come down and poison enemy units over a circular area centered on the beacon. Enemies affected by this poison will take damage over time and also spread the same poison to other enemies they come in contact with. This ability has a two minute cool-down before the player can use it again. Slow Turret Ultimate Rank Ability “Stasis Field” The player gets access to unique beacon as part of his personal weaponry. If the player places this beacon out on the field, then this turret’s ability gets used. Shortly after the beacon is placed, a large spherical electrical stasis field centered on the beacon's location is held in place for a short period of time. While the stasis field is up, enemies within it or who come in contact it will be frozen in time, unable to move. This ability has a two minute cool-down before the player can use it again. All content © 2005 DigiPen (USA) Corporation, all rights reserved. GAM 400 – Turret Defense by Exodus Games – Mike Moore 29 2.8 – Enemies 2.8.1 – Ants Ants are the basic swarm unit of Turret Defense. They are about one fourth the size of the player. Ants are melee units. The purpose of the ant unit is to slowly erode the player’s defense. The strength of the ants are in the sheer number of enemies. An ant alone is very easily destroyed, but many ants together can pose a threat. An ant will attempt to walk generally toward the hatch and will attack any structure it runs into. Ants will lay an invisible scent trail wherever they walk. Other ants will be able to pick up on this scent, and it will influence their decision of where to walk. Ants will be more likely to walk on ground that other ants have recently walked on. If an ant is killed, a negative scent is spread through the immediate area, making other ants less likely to move there. Scent gradually dies off over time, so if a spot seems dangerous at first, ants may begin to move there again after a while. The emergent behavior should be that the ants tend to group up and go to where they are least likely to die, making the ants seem to move together to assault the player’s weak points. This constant attrition will make the player need to constantly repair minor damage all over the base between waves of aliens. See the appendix for health, speed, attack strength, and resource value of the ants. 2.8.2 – Grunts Grunts are the first of the human-sized enemies. They are a melee unit. In absence of orders from the commander, the grunts will simply move toward the hatch. The grunt will be aware of his immediate surroundings. If his way toward the hatch is significantly impaired by turret fire or walls, he will attack whichever structure he is closest to. These units are relentless zealots of the alien hordes, unafraid of death. Grunts have the ability to pound the ground, sending dirt flying, but they will not use this ability unless All content © 2005 DigiPen (USA) Corporation, all rights reserved. GAM 400 – Turret Defense by Exodus Games – Mike Moore 30 instructed by a commander (see 2.7.4). Grunts have a considerable amount more health than the ants and do more damage. See the appendix for health, speed, attack strength, and resource value of the grunts. 2.8.3 – Soldiers Soldiers are the second human-sized enemies. They are ranged units. Without commander orders, soldiers will do their best to stay out of range of any turrets and fire on any player structures. They will usually be out of range of close-range machine gun turrets, so laser turrets or mortar turrets will be needed to combat them. They are less aggressive by nature than the grunts and can be devastating on poorly defended bases. Soldier health and damage is comparable to that of grunts. See the appendix for health, speed, attack strength, and resource value of the soldiers. 2.8.4 – Commanders Commanders are the brains of the alien forces. Most of the AI work will be done in the commander units. The player’s base will be analyzed for weak points or possible weak points. The commanders will then collectively decide on a strategy. They will move around the map, shouting audible alien gutteral orders to nearby grunt and soldier units. By doing this, they will collect a troop of enemy units. By organizing these troops, the commanders can deliver a powerful punch on any weak point of the player’s base. The commanders will find the best place to attack by analyzing how heavily areas are guarded by turrets and how clear the path to the hatch is. However, the commanders will not always pick the optimal strategy so the player does not get the sense that the AI is cheating. They may pick the 3rd or 4th best strategy. One strategy commanders can employ is building a trench so the aliens are better defended as they approach the base. There must be grunts in the commander’s troop to All content © 2005 DigiPen (USA) Corporation, all rights reserved. GAM 400 – Turret Defense by Exodus Games – Mike Moore 31 build these trenches using their ground pounding ability. The commander issues the order to pound the ground, and each grunt will begin pounding for a set amount of time in the direction toward the base indicated by the commander. On each pound, some dirt will fly out of the pound area and toward the base, sinking the grunt’s area down and creating a bunker ahead. If enough grunts work together on this, they can build an effective mound to hide behind. The commander can then make tactical decisions such as making this a safe rally point for his troops. Commanders will have a very high amount of health compared to the other units. They have no direct attack, they only organize squads of grunts and soldiers. If the player manages to kill a commander, the commander’s squad will break up and each individual unit will carry out its own individual AI. The player would do well to personally assault commander units as quickly as possible to minimize the enemy’s organizational ability. See the appendix for health, speed, order-shouting range, and resource value of the commanders. All content © 2005 DigiPen (USA) Corporation, all rights reserved. GAM 400 – Turret Defense by Exodus Games – Mike Moore 32 2.9 – Scenarios The game is divided into scenarios, which represent different challenges the player can face. Each scenario is independent of the others. All scenarios assume the same basic story of a space marine who must defend his helpless colonists. The following are factors that can change between scenarios: -Size of the map -Initial base layout and position -Initial funds -Structures, weapons, and upgrades available to the player -Time to survive -Number, type, size, and location of enemy waves -Which planet surface Each planet will have two scenarios. See the appendix for details of each scenario. The game will keep track of which scenarios a player has passed. It will save this information in a file, so the scenarios will still be passed the next time the player plays the game. This is simply for sense of accomplishment and does not unlock any special features. When selecting a scenario from the menu, the word “Passed!” will be displayed near passed missions (but you will still be able to select and play them if you wish). The game will also keep track of the first time a player does key things such as opening the build menu, placing each structure, and researching new weapons. For each of these events, a helper message will be displayed describing relevant information for new players. Scenarios are specified in a scenario file format we will create. This will make it easy to create new scenarios. More scenarios may be added as time allows. All content © 2005 DigiPen (USA) Corporation, all rights reserved. GAM 400 – Turret Defense by Exodus Games – Mike Moore 33 2.9.1 – Win/Lose Conditions The victory condition of each scenario is always to survive for the amount of time indicated in that scenario. This time will roughly correspond with the time it takes to destroy all waves of aliens in the scenario, although the player may simply slow down the alien progress enough to win the scenario even with many enemies still in play. Any scenario is lost if the enemies do enough damage to any hatch structure to break it open. Hatches have 3000 hit points, so they take quite a beating before breaking open. All content © 2005 DigiPen (USA) Corporation, all rights reserved. GAM 400 – Turret Defense by Exodus Games – Mike Moore 34 2.10 – Game Interface The game will not only have HUD elements associated with a simple first-person shooter, but also menus used to build structures and make upgrades. The following elements will be part of the player’s HUD and will be displayed at all times during a scenario: radar, text event window, resource count, selectable weapons, short-cut keys to bring up tech tree menu, current weapon model being held by player, current ammo count for weapon and a scenario timer. There will also be 3 different types of menus that the player will be able to bring up. There will be one for global upgrades, one for building structures, and one for upgrading a selected structure. Each of these tech tree menus will look very similar but their functionality will be different. Only one of these windows can be brought up at a time. The game play does not stop while the player is using a menu. The radar will show where your structures are placed on the terrain in relation to the player’s position along with nearby enemies. Because your radar is centered on the player’s location, it will only show structure and enemies within a short range. The weapons available to the player will be shown on the left side of the screen. Only the weapons that the player currently owns will be shown. When a weapon is currently equipped, it will be highlighted to show this. The player’s current resource count will be shown at all times at the top left side of the screen. When in build mode, the player’s mouse movement will move an actual pointer on the screen. The player will be able to interact with menus and buttons on the screen in this fashion. This is how the player will use the tech tree menus to make selections. All content © 2005 DigiPen (USA) Corporation, all rights reserved. GAM 400 – Turret Defense by Exodus Games – Mike Moore Layout for the HUD Example of Tech Tree Interface Image taken from World of Warcraft All content © 2005 DigiPen (USA) Corporation, all rights reserved. 35 GAM 400 – Turret Defense by Exodus Games – Mike Moore 36 2.11 – Projectiles and Explosions The projectiles and explosions in the game will help immerse the player deeper into the thick of the action by making his environment appear very dangerous and alive. Seeing how there are basically two types of projectiles in the game (types that shoot out straight and target single enemies, and types that explode upon impact with the ground or an enemy and cause damage over an area), there is going to be a similar graphical special effect that is associated with each type. Every time an explosion occurs in the game, it if happened on the destructible terrain, then dirt sprites will be flung up into the air to show dirt being flung along with other sprites that will convey smoke, fireballs and other elements that go into the explosion. The deformable terrain will depress from an explosion by about 1/3 of the height of the player. All content © 2005 DigiPen (USA) Corporation, all rights reserved. GAM 400 – Turret Defense by Exodus Games – Mike Moore 37 2.12 – Sound 2.12.1 – Samples All samples used in game for playback should be sampled at one of the 3 common recording frequencies, depending on their use: Sample Rate (in Hz) Label Usage 22500 NA Low fidelity samples 44100 Red Book High fidelity samples 48000 Pro Audio High fidelity samples The use of stereo vs. mono samples is unimportant as 3D sound handles spatial positioning. 2.12.2 – 3D The game’s audio engine will fully utilize 3D sound. All sound events associated with anything in 3-space (i.e. player, enemies, turrets, etc) will have an associated position and optional velocity. Velocity will only be supplied on fast moving and predictable objects, such as weapon projectiles, to produce a Doppler effect. To match the correct view of the player, an orientation will be generated to match the camera’s current view. Any sound that needs to be played in 2D, such as events associated with menus or the HUD, will not have the orientation transformation applied to them. 2.12.3 – FMOD Designer To facilitate an easy-to-use audio content pipeline, and to correctly match up with the game’s event-driven audio engine, the authoring of all audio events will be done using Firelight Technologies’ FMOD Designer tool. The use of this tool decouples audio All content © 2005 DigiPen (USA) Corporation, all rights reserved. GAM 400 – Turret Defense by Exodus Games – Mike Moore 38 editing from the game engine, allowing whoever is responsible for creating the game’s audio to design and tweak events without interfering with the project source code. 2.12.4 – Hierarchical Event Tree All in-game audio will be organized into a hierarchical event tree, allowing events to be accessed easily from code by only supplying an event path string. The base nodes of the tree are listed below: Node Usage Player SFX associated with the player and associated actions (i.e. weapon firing) Enemy SFX associated with the enemies Base Base structure SFX Environment Random environment SFX (i.e. wind) GUI Button clicking, etc Music Covers all the music for the game 2.12.5 – Event Hierarchy Key Group Subgroup Sound Event (parameter) Music All sounds are 3D unless marked “2D” All sounds do not have Doppler unless marked “Doppler” 2.12.6 – Event Hierarchy Character Player Walk (velocity) Jetpack (velocity, height) Land (velocity) Ant Crawl (velocity) Bite Die Grunt All content © 2005 DigiPen (USA) Corporation, all rights reserved. GAM 400 – Turret Defense by Exodus Games – Mike Moore Walk (velocity) Punch Pound Damage Die Soldier Walk (velocity) Fire Damage Die Commander Walk (velocity) Shout Damage Die Wall Damage Die Turret Damage Die Weapon Turret MachineGun Fire (level) Impact (level) Laser Fire (level) Impact (level) Shell Fire (level) Travel, Doppler Impact (level) Slow Fire (level) Impact (level) Blaster Fire (level) Impact (level) GrenadeLauncher Fire (level) Travel, Doppler Impact (level) EmergencyTurret Throw All content © 2005 DigiPen (USA) Corporation, all rights reserved. 39 GAM 400 – Turret Defense by Exodus Games – Mike Moore Fire Impact Pheromone Throw TargetingBeacon Throw Environment Dirt Release Impact Wind (height) Creature (day, night) GUI (all 2D) Button Press Release Music Menu Scenario All content © 2005 DigiPen (USA) Corporation, all rights reserved. 40 GAM 400 – Turret Defense by Exodus Games – Mike Moore 41 Appendices A – Scenario List Rock Planet 1: Aliens! CONCEPT This should be the first level the player tries. It gives an introduction to the three basic alien types (no commanders). The player should have very little trouble defending. TIME TO SURVIVE: 5:00 STARTING RESOURCES: 1000 cel TECHS Upgrade levels 3 and 4 disabled for walls and turrets. Field turrets, pheromones disabled. Blaster researched. MAP & BASE Thin map running north and south. Base placed on south end. One wall on the north side. One of each basic turret behind the wall. ENEMIES 0:30 – 30 ants north 1:30 – 30 ants, 5 grunts north 2:30 – 30 ants, 5 grunts, 5 soldiers north 3:45 – 45 ants, 10 grunts, 10 soldiers north Rock Planet 2: Corridor Assault CONCEPT All content © 2005 DigiPen (USA) Corporation, all rights reserved. GAM 400 – Turret Defense by Exodus Games – Mike Moore 42 Aliens are strung along a corridor of turrets that whittle them down before they reach the player’s base at the end of the map. TIME TO SURVIVE: 8:00 STARTING RESOURCES: 2000 cel TECHS Blaster learned MAP & BASE Thin map running east and west. Base with hatch placed on west end. Five forward bases placed along the map to the east. Player starts in east most base. Each base starts with 4 disconnected walls and 2 laser turrets. ENEMIES 0:15 – 50 ants east 1:00 – 50 ants, 5 grunts east 2:00 – 80 ants, 5 grunts east 3:00 – 80 ants, 15 grunts east 4:00 – 80 ants, 20 grunts, 2 soldiers east 5:00 – 80 ants, 20 grunts, 5 soldiers east 6:00 – 80 ants, 20 grunts, 10 soldiers, 1 commander 7:00 – 100 ants, 30 grunts, 20 soldiers, 3 commanders Vegetation Planet 1: We’re Surrounded! CONCEPT The easiest scenario involving enemies coming from all directions. TIME TO SURVIVE: 5:00 STARTING RESOURCES: 2000 cel All content © 2005 DigiPen (USA) Corporation, all rights reserved. GAM 400 – Turret Defense by Exodus Games – Mike Moore 43 TECHS Blaster Learned MAP & BASE Square map of moderate size. One base in the center. Two ranks of disconnected walls. One machine gun and one laser turret at each of these 8 walls. ENEMIES 0:15 – 10 ants each direction 1:00 – 30 ants, 5 grunts each direction 2:00 – 40 ants, 8 grunts each direction 3:00 – 80 ants, 20 grunts, 2 soldiers, 2 commanders random side 4:00 – 80 ants, 20 grunts, 2 soldiers each side Vegetation Planet 2: Jungle Bunkers CONCEPT The player has two hatches to defend which are in two separate bases relatively close together. Commanders become a problem. TIME TO SURVIVE: 5:00 STARTING RESOURCES: 2000 cel TECHS Blaster Learned MAP & BASE Moderate sized square map. Two bases in the center, about 5 second jetpack apart. Each base has 4 connected walls. Each wall has 3 machine gun turrets. ENEMIES 0:15 – 80 ants, 4 grunts each direction All content © 2005 DigiPen (USA) Corporation, all rights reserved. GAM 400 – Turret Defense by Exodus Games – Mike Moore 44 1:00 – 50 ants each direction, 40 grunts 5 commanders random direction A 2:00 – 50 ants each direction, 30 grunts 20 soldiers 5 commanders direction A 3:00 – 50 ants each direction, 40 grunts 30 soldiers 10 commanders direction A 4:00 – 100 ants each direction, 50 grunts 40 soldiers 10 commanders direction opposite A Ice Planet 1: Frozen Technology CONCEPT The player must make do with limited technology. TIME TO SURVIVE: 5:00 STARTING RESOURCES: 500 cel TECHS The 3rd and 4th upgrades are disabled for all weapons, turrets, and walls. MAP & BASE Base is placed on southwest side of the map. Disconnected walls on east and north face. Three machine gun turrets on each wall. ENEMIES 0:15 – 50 ants north & east 1:00 – 100 ants, 20 grunts north & east 2:00 – 100 ants north & east, 40 grunts, 3 commanders east 3:00 – 100 ants north & east, 30 grunts, 20 soldiers, 5 commanders north 4:00 – 100 ants, 30 grunts, 30 soldiers, 3 commanders north & east Ice Planet 2: Malfunction! CONCEPT The technology center has broken down. The player must survive with only his personal weaponry and slowing turrets. All content © 2005 DigiPen (USA) Corporation, all rights reserved. GAM 400 – Turret Defense by Exodus Games – Mike Moore 45 TIME TO SURVIVE: 5:00 STARTING RESOURCES: 1000 cel TECHS Blaster and Grenade Launcher researched. All wall and turret building disabled. MAP & BASE The map is a strip going north and south. The hatch is placed at the north end. No structures protect it. A few basic slowing turrets are scattered along the strip. ENEMIES 0:15 – 30 ants south 1:00 – 50 ants south 2:00 – 30 ants 5 grunts 5 soldiers south 3:00 – 50 ants 10 grunts 5 soldiers south 4:00 – 50 ants 20 grunts 10 soldiers south Lava Planet 1: Strategic Encounter CONCEPT Three hatches must be defended, and the hatches are not especially close together. TIME TO SURVIVE: 5:00 STARTING RESOURCES: 2000 cel TECHS Blaster, Grenade Launcher, Field Turrets, Pheromones researched MAP & BASE Map is large size. Three hatches are placed on an equilateral triangle in the center area of the map. Each hatch has two ranks of disconnected walls, each with 1 machine gun and 1 laser turret. All content © 2005 DigiPen (USA) Corporation, all rights reserved. GAM 400 – Turret Defense by Exodus Games – Mike Moore 46 ENEMIES 0:15 – 100 ants, 20 grunts, 20 soldiers, 5 commanders all directions 1:00 – 120 ants, 25 grunts, 25 soldiers, 3 commanders all directions 2:00 – 130 ants, 30 grunts, 30 soldiers, 5 commanders all directions 3:00 – 500 ants, 100 grunts, 100 soldiers, 10 commanders random direction 4:00 – 150 ants, 50 grunts, 50 soldiers, 10 commanders all directions Lava Planet 2: Doomsday CONCEPT Lots of funds are given, but they are desperately needed because of the massive amount of enemies to defend against. Short time between waves. TIME TO SURVIVE: 5:00 STARTING RESOURCES: 10,000 cel TECHS Blaster, Grenade Launcher, Field Turrets level 2, Pheromones level 2 researched MAP & BASE Base is in the middle of a moderate sized map. Three ranks of disconnected walls. Each wall has 2 of each turret type behind it, upgrade level 2. ENEMIES 0:15 – 500 ants each direction 1:00 – 200 ants, 50 grunts, 50 soldiers, 5 commanders each direction 1:30 – 200 ants, 50 grunts, 50 soldiers, 5 commanders each direction 2:00 – 200 ants, 80 grunts, 80 soldiers, 8 commanders each direction 2:30 – 200 ants, 80 grunts, 80 soldiers, 8 commanders each direction 3:00 – 200 ants, 120 grunts, 120 soldiers, 10 commanders each direction 3:30 – 200 ants, 120 grunts, 120 soldiers, 10 commanders each direction All content © 2005 DigiPen (USA) Corporation, all rights reserved. GAM 400 – Turret Defense by Exodus Games – Mike Moore 4:00 – 200 ants, 120 grunts, 120 soldiers, 10 commanders each direction All content © 2005 DigiPen (USA) Corporation, all rights reserved. 47 GAM 400 – Turret Defense by Exodus Games – Mike Moore 48 B – Game Data The following lists all statistical data associated with every structure, unit and ability in the game. Notes: All distance values are in terms of graphical units. As an example of scale, a structure takes up a 10x10 amount of space. Rate of fire is given in terms of how often the structure will shoot per second. There are two ways that a structure can target something. It can either target something singly (Single), or have an area of effect for a target (AoE). If a target is of type AoE, then the number following AoE indicates the radius of the circle of effect. The number given for resources is the resource count that will be spent to build the structure or upgrade. All upgrades and structures are completed instantly. Speed of enemy units is given as a velocity in terms of the game’s graphical units per second. Attack speed is in terms of number of attacks per second. Attack power is the number of hit points subtracted from a unit when attacked. Velocity is stated in terms of graphical units per second. Capacity is the maximum number of that item that can be held or the maximum ammo capacity. Regen is how much of an item is regenerated or how much ammo is regenerated per second. Values under the heading resources indicate how many resources are needed to purchase that thing. Attack range is given in terms of graphical units. DPS is short for "damage per second" and is calculated by multiplying attack power with attack speed. All content © 2005 DigiPen (USA) Corporation, all rights reserved. GAM 400 – Turret Defense by Exodus Games – Mike Moore 49 ENEMIES Name HP Atk Range Move Speed Atk Power Atk Speed DPS Ant 5 0-5 10 2 1 2 Resource Dropped 5 Grunt 50 0-5 5 10 0.5 5 20 Soldier 40 30 - 50 5 7 0.8 5.6 20 Commander 100 0 - 30 5 N/A N/A N/A 50 WEAPONS Name Resources Atk Range Atk Type Velocity Atk Power Atk Speed DPS Capacity Blaster (Rank 1) 100 0 - 150 Single Instant 5 3 15 30 Blaster (Rank 2) 300 0 - 150 Single Instant 7 4 28 40 Blaster (Rank 3) 600 0 - 150 Single Instant 9 5 45 50 Launcher (Rank 1) 500 0 - 150 AoE: R5 50 10 0.3 N/A 5 Launcher (Rank 2) 750 0 - 150 AoE: R10 55 15 0.4 N/A 10 Launcher (Rank 3) 1000 0 - 150 AoE: R15 60 25 0.5 N/A 15 RPG (Ultimate) 1000 0 - 150 AoE: R15 65 25 2 N/A 5 DEPLOYABLE Name Resources Life Time Atk Type Atk Power Atk Speed DPS Capacity Regen Turret (Rank 1) 300 15 Single 10 4 40 3 30 Turret (Rank 2) 750 20 Single 15 5 75 3 25 Land Mine (Rank 1) 250 60 AoE: R10 35 N/A N/A 3 30 Land Mine (Rank 2) 600 60 AoE: R15 50 N/A N/A 3 25 Beacon N/A N/A N/A N/A N/A N/A 1 30 Bug Bait 500 30 Special N/A N/A N/A 3 30 DPS STRUCTURES Name Resources HP Atk Range Atk Type Atk Power Atk Speed Machine Gun (R1) 250 200 0 - 30 Single 5 1 5 Machine Gun (R2) 650 250 0 - 30 Single 6 1.2 7.2 Machine Gun (R3) 850 300 0 - 30 Single 7 1.4 9.8 Machine Gun (R4) 1500 500 ? Special Special Special N/A Laser (Rank 1) 250 200 0 - 50 Single 8 0.5 4 Laser (Rank 2) 650 250 0 - 50 Single 10 0.6 6 Laser (Rank 3) 850 300 0 - 50 Single 12 0.7 8.4 Laser (Rank 4) 1500 500 0 AoE: R25 Special Special N/A Shell (Rank 1) 250 300 50 - 80 AoE: 5 10 0.2 2 Shell (Rank 2) 650 400 50 - 80 AoE: 10 15 0.2 3 Shell (Rank 3) 850 500 50 - 80 AoE: 15 20 0.2 4 Shell (Rank 4) 1500 650 ? Special Special Special N/A Slow (Rank 1) 250 300 0 - 40 Single 4 0.4 1.6 Slow (Rank 2) 650 400 0 - 40 Single 5 0.5 2.5 Slow (Rank 3) 850 500 0 - 40 Single 6 0.6 3.6 Slow (Rank 4) 1500 650 ? Special Special Special N/A Wall (Rank 1) 100 500 N/A N/A N/A N/A N/A Wall (Rank 2) 200 750 N/A N/A N/A N/A N/A Wall (Rank 3) 450 1000 N/A N/A N/A N/A N/A Wall (Rank 4) 1000 1500 0 AoE: R40 N/A N/A N/A All content © 2005 DigiPen (USA) Corporation, all rights reserved. GAM 400 – Turret Defense by Exodus Games – Mike Moore C – Tech Tree Charts The following shows the individual tech trees for each of the different structures. Available structure abilities and the order in which they can be purchased are shown in individual charts. These charts are the individual tech trees applied to each individual structure built. Following this is a final chart that shows the global tech tree that affects the player’s personal arsenal and global upgrades that affect the different types of structures. All content © 2005 DigiPen (USA) Corporation, all rights reserved. 50 GAM 400 – Turret Defense by Exodus Games – Mike Moore All content © 2005 DigiPen (USA) Corporation, all rights reserved. 51 GAM 400 – Turret Defense by Exodus Games – Mike Moore All content © 2005 DigiPen (USA) Corporation, all rights reserved. 52 GAM 400 – Turret Defense by Exodus Games – Mike Moore All content © 2005 DigiPen (USA) Corporation, all rights reserved. 53 GAM 400 – Turret Defense by Exodus Games – Mike Moore All content © 2005 DigiPen (USA) Corporation, all rights reserved. 54 GAM 400 – Turret Defense by Exodus Games – Mike Moore All content © 2005 DigiPen (USA) Corporation, all rights reserved. 55 GAM 400 – Turret Defense by Exodus Games – Mike Moore 56 D – Game Flow Chart Turret Defense is a fast action futuristic first person shooter with personal weaponry and strategic building of turrets, walls, and traps to defend against oncoming alien hordes. All content © 2005 DigiPen (USA) Corporation, all rights reserved. GAM 400 – Turret Defense by Exodus Games – Mike Moore All content © 2005 DigiPen (USA) Corporation, all rights reserved. 57 GAM 400 – Turret Defense by Exodus Games – Mike Moore E – Team Summary Josh Bell Producer Responsibilities: Sound, Scripting, Interface, Menuing Previous Games: Orblitz Super Power: Works for Microsoft Marital Status: Single Ryan Thorlakson Designer Responsibilities: AI, Terrain, Input, Engine Components, Game Logic Previous Games: Damage Control, Run Time Crash Super Power: Runs a web based game Marital Status: Single Brenton Anderson Technical Director Responsibilities: Graphics, Application Code, System Framework, Game Logic Previous Games: Atmosphere, Run Time Crash Super Power: Orchestrated several live action video game parody films Marital Status: Single SIGN OFF Josh Bell ____________________________________ Ryan Thorlakson ____________________________________ Brenton Anderson ____________________________________ All content © 2005 DigiPen (USA) Corporation, all rights reserved. 58