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Game Design Document

The game Warrior Defense Fantasy is a 10-15 minute real-time strategy tower defense game where players must manage resources to build buildings and troops to destroy the enemy's town hall. Players will face constant tension as they see the enemy's base and deployments. Victory is achieved by destroying the opponent's town hall, or having more remaining health on your town hall after time runs out. The game involves managing gold production and troops to achieve short, mid, and long-term objectives on the path to destroying the enemy base.

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0% found this document useful (0 votes)
350 views9 pages

Game Design Document

The game Warrior Defense Fantasy is a 10-15 minute real-time strategy tower defense game where players must manage resources to build buildings and troops to destroy the enemy's town hall. Players will face constant tension as they see the enemy's base and deployments. Victory is achieved by destroying the opponent's town hall, or having more remaining health on your town hall after time runs out. The game involves managing gold production and troops to achieve short, mid, and long-term objectives on the path to destroying the enemy base.

Uploaded by

Trọng Hậu
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Game Design Document

1.Overview
Warrior Defense Fantasy is an RTS, tower defense game. We want to make a game that
constantly gives both players a sensation of tension. We also want the game to be as intense as it can
be. To make sure this is achieved, the maximum duration og the game will be approximately of 10 to 15
minutes. The game will have a mix of the essential cores of RTS games and tower defense ones.

The players will have to manage resources in order to create buildings and troops to
overwhelm the enemy with a solid strategy in mind. Keep in mind that in RTS games, no match
is the same as the previous one. Therefore, you should adapt your strategy taking into account
the enemies'.

2. Game Core Mechanics

 Resource management: the player must manage and distribute his resources in
a smart way to vercome the opponent.
 Constant feeling of danger and tension: both players will be able to see the
enemy's base at any given time and the exact moment they deploy troops.
 Tower defense: the main win/lose condition will be determined by who manages
to destroy the enemy's Town Hall first.
 Basic troop management/movement: the game will feature a simplified troop
system and their movements and objectives will be automatized.
 Feeling in control: The responsibility for the survival of the allied base and the
destruction of the enemy base falls on the player.

3. Game flow
4. Gameplay
 Objectives:
The main objective is to destroy the main building from the opposing force.
 Short-term objectives: resource management, building creation and distribution,
skirmishes between armies.
 Mid-term objectives: upgrade buildings/troops, arms race and war zone control.
 Long-term objectives: overwhelm the enemy's base

 Win/Lost conditions
 the primary way to achieve absolute victory and establish your dominance over the
enemy is to destroy their main building. Contrarily, if your main building gets
destroyed, the only thing awaiting you is a shameful defeat.
 After X minutes have passed, if no Town Hall has been destroyed, the battle will
come to an end and the one with most HP remaining in the Town Hall will be
crowned victorious.
 If the remaining HP is equal or both bases have been destroyed at the same time, a
tie will be the final result in this encounter.
 Game phases
 Initial phase: the game starts and the players realize the battle is starting. Both
player will have to battle pressing the button “A” more quickly, to stablish who goes
faster into their base. When the troops goes inside, the main building will start
producing resources.
 Mid game: the players are ready set up and with many buildings and troops, both
side armies are in conflict
 Ending phase: critical damage to main structures of one of the teams

5. Gameplay systems
 Gold usage, production and gathering
 Usage
 The player must utilize his gold to create buildings, spawn troops and upgrade them.
This is his only resource he has at his disposal to manage his army and defend his
base so he should be really mindful on how his spends it. He can also call for special
attacks and military strategies.
 Production
 The player is offered several ways to gain gold in order to build his army and
strengthen his base. Passively and actively.
 Passive gold generation: Gold that is generated passively, through time and the
only requierement is having the building alive.
 The Town Hall in the Vital Zone offers gold/sec so that he was an income,
even if it's minimal.
 The Gold Mines offer a higher income per second but they are located in a
more vulnerable area. They can also be destroyed to cut off the total income
of the enemy.
 Gathering
 Active gold generation: Gold that is earned by playing proactively and
successfuly completing objectives.
 When an enemy building is destroyed, it will grant the one who destroyed X%
of the total cost of the building.
 When an enemy troop is defeated, it will grand a flat amount of gold to the
one who slain it depending of the unit that died.
 Unit creation, upgrades and objectives
 Both players will start the game with 5 soldiers, 2 tanky soldiers and 1 infiltration unit.
After that, they will have to build the barracks in order to create and house more troops.
Moreover, the player can also upgrade the barrack itself in order to power up existing
troops so they hit harder and last longer. He'll also unlock new troops when reaching
certain milestones.
 Level 2 barracks unlocks War Hounds.
 Level 3 barrack unlocks Engineers.

Troop Sprite Cost HP Damage Range

Soldier 10 40 7 5

Tankman 50 150 10 1
Troop Sprite Cost HP Damage Range

Ninja 100 75 50 1

Archer 80 100 20 10

Druid 300 25 - 10

The King 400 325 45 1


 Building creation, upgrades and main functionalities
 Each player will have access to the same buildings and troops in a match. Each building serves a
different purpose whether it's defending the base or generating elements to help the player
achieve victory.
 There are 2 main types of buildings: buildable and non buildable.
 Buildable structures as the name says, are game elements that the player can keep creating
assuming he has the necessary resources to do so.
 Non-buildable structures are provided to the player at the start of the game for free, they
can be upgraded but in any case they cannot be rebuilt even if the player has a large amount
of resources.
Building Sprite HP Range Damage Main objective

Win/lose
condition.
Town hall 2000 - -
Passive gold
generation
Building Sprite HP Range Damage Main objective

Defend the core


Tower 750 17 50
of the base

Allows the
commander to
call for special
attacks. You
Command progressively
1300 - -
center get some for
free or you can
pay for them to
use them more
frequently

Protect the vital


Walls 1500 - -
zone
Buildable

Building Sprite Cost HP Range Damage Main objective

Ranged Attacks foes sigle-


300 700 15 30
tower targetly

Attacks foes in an
AoE tower 450 11 12 10
area

Produce and
Barracks 250 500 - -
upgrade troops

Gold mine 150 200 - - Produce gold

6. Elements and features


Levels
You can take the battle in 3 different levels that will force you to come up with another
whole new strategy that fits the map's conditions.
What will be always consistent between the levels will be the zones. There are 4 main zones:
Vital zone: The vital zone encompasses the main buildings that will be provided to the
player at the beginning of every match. Once destroyed, they cannot be rebuilt.
Building zone: This is where you will distribute the different building and troops. The
building layout is entirely dependant of the strategy you want to employ.
War Zone: This is where the main skirmishes and fights between both armies will
occur. There are also neutral objectives that the player can conquer and get an edge over the
enemy.
Special abilitiy zone: In this zone, you can see what special abilities are available such
as air strikes, cannon barrages...

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