a tower defense prototype › 2015 › 04 › prototypepitch.pdf · large “magazine” low damage...

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A Tower Defense Prototype I will refer to this “Prototype” as Invasion from here on out. The classic tower defence survival had a passion night with a top down adventure game, and accidentally created INVASION. Invasion is a top down tower defense game where the player will fight off waves of zombies (generic enemy) in order to stay alive as long as possible. The player will take control of a human character that can salvage scrap, and build turrets and fortifications with this scrap in order to stay alive. Unlike other tower defense games, Invasion’s enemies will not follow a predefined path, and instead will spawn from various points of the map and aim to damage the player (until he is dead) and his fortifications. Setting New Arcadia, a city renowned for its technological advances, is under duress. Something has happened to the people, turning them into mindless, violent drones. Luckily, Fortune Industries (The company that established New Arcadia as the technological leader) was finishing up on a citywide turret defence system. Dr Ryder, the lead R&D scientist for Fortune Industries, was being evacuated when he realised his portable gun turret technology could possibly save the city. Against common sense, he sacrificed his life to make his way to the center of the city, and activate the cities turret system. Basic Gameplay The goal of the game, is to survive for as long as possible. The user will need to build and maintain his fortifications as well as destroy enemies in order to achieve this. The single force working against the player is an everincreasing number of enemies that spawn and work to take down the players fortification, and ultimately kill the player. They will navigate around the world (using navmesh) in order to get within range of their target, then they will deal damage continually to this target until it is destroyed. They will then acquire a new target, and repeat the process until killed. Certain enemies will be slow, but will be allowed to “climb” over fortifications (using navmesh links).

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Page 1: A Tower Defense Prototype › 2015 › 04 › prototypepitch.pdf · Large “Magazine” Low Damage This weapon has unlimited reserve ammo, but must have it’s magazine reloaded

 A Tower Defense Prototype 

I will refer to this “Prototype” as Invasion from here on out.  

The classic tower defence survival had a passion night with a top down adventure game, and accidentally created INVASION. 

  Invasion is a top down tower defense game where the player will fight off waves of zombies (generic enemy) in order to stay alive as long as possible. The player will take control of a human character that can salvage scrap, and build turrets and fortifications with this scrap in order to stay alive. Unlike other tower defense games, Invasion’s enemies will not follow a pre­defined path, and instead will spawn from various points of the map and aim to damage the player (until he is dead) and his fortifications.  Setting New Arcadia, a city renowned for its technological advances, is under duress. Something has happened to the people, turning them into mindless, violent drones. Luckily, Fortune Industries (The company that established New Arcadia as the technological leader) was finishing up on a city­wide turret defence system. Dr Ryder, the lead R&D scientist for Fortune Industries, was being evacuated when he realised his portable gun turret technology could possibly save the city. Against common sense, he sacrificed his life to make his way to the center of the city, and activate the cities turret system.  Basic Gameplay The goal of the game, is to survive for as long as possible. The user will need to build and maintain his fortifications as well as destroy enemies in order to achieve this.  The single force working against the player is an ever­increasing number of enemies that spawn and work to take down the players fortification, and ultimately kill the player. They will navigate around the world (using navmesh) in order to get within range of their target, then they will deal damage continually to this target until it is destroyed. They will then acquire a new target, and repeat the process until killed. Certain enemies will be slow, but will be allowed to “climb” over fortifications (using navmesh links). 

Page 2: A Tower Defense Prototype › 2015 › 04 › prototypepitch.pdf · Large “Magazine” Low Damage This weapon has unlimited reserve ammo, but must have it’s magazine reloaded

 The player can interact with the world by placing down fortifications, which consist of walls and turrets. Further possibilities include decoys and proximity mines. The player will also need to interact with salvageable objects in the world in order to gain the currency used to build fortifications. 

 Player Movement & Camera The player is a controllable human that can navigate the map freely. His movement is independent of his direction and he will always aim toward wherever the user has his cursor on screen. The player cannot jump, but will automatically move overtop small ledges and obstacles (eg. curbs).  The camera will be a top down view with the ability to zoom in and out. When the camera is zoomed in, the view is angled more to show what is “in front” of the player.  As shown here, the tops of buildings will be “cut off” in order to show the insides.  Player Weapons The player has 1 weapon: 

● Medium Accuracy ● High Fire Rate ● Large “Magazine” ● Low Damage 

 This weapon has unlimited reserve ammo, but must have it’s magazine reloaded.  The gameplay for this is meant to allow the player to defend himself in tight situations, but is not meant as a primary defense in any way.  Salvage Scrap is used to build everything in this game. Various objects in the game world can be salvaged for scrap. The player will need to be near one of these objects, and activate a salvage button. A small timer will pop up, and then the player will gain a certain amount of scrap. This can be repeated indefinitely.    

Page 3: A Tower Defense Prototype › 2015 › 04 › prototypepitch.pdf · Large “Magazine” Low Damage This weapon has unlimited reserve ammo, but must have it’s magazine reloaded

Build Menu The user can bring up a build menu that lists some turrets and fortifications that can be built. If the user does not have enough scrap to build something, it will be greyed out and unclickable. Upon clicking an option, the building/object will be ghosted on the players cursor to give an idea of what the building will look like, and aid in the process of rotating and placing the building. If the user moves the cursor too far from the player, the ghost will change appearance to let the user know that it is too far away to build. The player can click again in a valid area and the building will be built after a short timer.  

Walls Walls are static “buildings” that can be used to block the path of a zombie. These will be used to build walls to slow the zombies down. Certain Zombies can climb over walls if they need to.  Turrets Turrets are buildings that will fire upon zombies based on a set of rules that should be able to be changed by the player.  Depending on these rules, the turret will select a target and begin (attempting to) damage it until the target is either destroyed, or a new target has been selected.  Turrets come in 3 classes: 

Light ­ Can be deployed, picked up, put down, and salvaged very quickly Medium ­ Takes more time to deploy, pick up, put down, or salvage Heavy ­ Can not be picked up, and so must be salvaged. Takes a long time  

Enemies Enemies are spawned in waves. Every wave will spawn an increasing amount of enemies, with an increasing amount of health. Enemies will target the player, or one of his fortifications and move towards it. Upon coming within range of its target, it will “attack” and deal damage to it’s target. If an enemy collides with something on it’s path towards it’s target, it will sometimes switch it’s target to the collided entity. Enemies can have randomized and varying stats based on how long you have been alive for. The GameLogic will take care of setting these values.           

Page 4: A Tower Defense Prototype › 2015 › 04 › prototypepitch.pdf · Large “Magazine” Low Damage This weapon has unlimited reserve ammo, but must have it’s magazine reloaded

CRC  

Player: Move, Collision, HP, Aim@Mouse  Gizmo: Stay on mouse, Know what’s underneath (colliding/raytracing with), Gives out mouse position to rest of game  Weapon: Shoot(Bullet), Reload 

Type: FireRate, ReloadSpeed, ClipSize, Damage, Encumberance, Spread  

Wall: HP, Repair, Salvage  Resource: SalvageAmount, SalvageTime  Wall ­> Turret: Shoot(Bullet OR Projectile), Target, Reload, Aim, Pickup, Re­Deploy, Salvage 

Type: FireRate, ReloadSpeed, ClipSize, AimSpeed, Accuracy, Cost, DeployTime/SalvageTime, HP 

 Bullet: Travel, Damage, Speed, Explode  Projectile: Speed, Collide, DamageType(Collider/AOE) ­> AoE: SpawnParticles, Damage things 

 Enemy: Move, Target, Damage/Hit, HP 

Type: Speed, SlowSpeed, HP, Damage, TargetPriority  

EnemySpawn: Spawn, GiveType  GameLogic: WaveCount, WaveStart/End, Downtime, Difficulty 

             

Page 5: A Tower Defense Prototype › 2015 › 04 › prototypepitch.pdf · Large “Magazine” Low Damage This weapon has unlimited reserve ammo, but must have it’s magazine reloaded

Challenges & Opportunities  Some “spikes” I already worked out are: 

● Navigating/Navmesh ● Gizmo snapping to mouse 

 A couple “spikes” I still need to work out include: 

● Ghosting, and spawning turrets on the mouse position ○ I think I will instantiate a prefab of just the items physical blocks ○ Once the mouse is clicked, it will delete that, and instantiate the real thing 

 ● Salvaging scrap using the Gizmo 

○ If the gizmo is “colliding” with a salvage prefab and the player presses the salvage button, salvaging will begin 

 ● Selecting buildables from a GUI 

○ Shouldn’t actually be too hard, I just need to get more familiar with the GUI code  The biggest opportunity here is that Unity had a dead easy navmesh system I could pull from.  Included below is some “Concept Art”  

  

Page 6: A Tower Defense Prototype › 2015 › 04 › prototypepitch.pdf · Large “Magazine” Low Damage This weapon has unlimited reserve ammo, but must have it’s magazine reloaded