Tower Defense

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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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