For the Greater Good – Design Document

Design Doc

Game Description

The story follows a cursed knight whose town in under siege. You play this knight and it is your goal to protect your fleeing king from the invaders. The invaders main objective is to enter in waves and assassinate the king and anyone who stands in their way. Although the odds may seem to be against you there is a catch. You a given an assortment of abilities that you can use on a cooldown system. You can also pick up power-ups that will give you overwhelming power in order to overcome groups of invading soldiers. Some of your abilities require civilians… fortunately there are a handful of civilians that are fleeing that you can use as a resource. It is not your duty to protect the the civilians but it is important to keep them alive as a resource for your abilities.

Playable Characters
Each character has been cursed with a special ability that they can use at any time. They are all excellent swordsman that can only hurt enemies with melee attacks. However, their special abilities are harder to control and can hurt civilians, kings, and teammates as well.

  • Medic – The medic is responsible for keeping the the other playable characters alive. He can do this by stealing the health from all good characters (other players, civilians, king). He can keep this health or distribute it to other teammates by melee attacking them.
  • Brute – The brute can charge into enemies to deal damage to multiple enemies with more damage. His charge is also capable of dealing damage to players, civilians, and the king.
  • Necromancer – The necromancer can bring enemies back to life and use them to attack enemy forces. When using these powers, he can also drain the life of teammates, civilians, and the king.
  • Guardian (optimal) – The guardian has the ability to knock back everybody within a range of him. This knockback ability does damage to all within range. This ability can be used to knock civilians into safety.

Power Ups

  • Time Freeze – Freezes all enemies in place for a certain amount of time.
  • Heal – heals all players and civilians.
  • Rampage – Player gets larger and stronger. Can run around and kill a lot of enemies fast.
  • Slow – Player moves slowly for a certain amount of time.
  • Warp (optimal) – Warps the player to a random location on the map.

Minimum Gaols

  • Multiplayer Networking
  • Two Playable characters with the ability to steal health
  • Enemies attacking players, kings, civilians
  • Endless enemy spawning

Expected  Goals

  • Player is able to dodge attacks from enemies
  • Civilian health replenish and extra civilians.
  • Three playable characters with 3 different special abilities (Medic, Brute, Necromancer)
  • Power Ups (time freeze, slow down, rage mode)
  • Wave implementation that gets harder over time.

Optimal Goals

  • Models for characters, enemies
  • Different types of enemies
  • More Power Ups
  • More special abilities
  • More polish
  • Power up effects
  • Melee Combos

Weekly Plan
October 27 – November 2
David

  • Adapt the current game to a multiplayer version (host/join game screen, game sync)

Donovan

  • Basic UI starting point (tile, game over, pause, health)
  • Power up spawning

Tim

  • Basic level design (structure placement)
  • Enemy target picking
  • Fix enemy routing around each other issue.

November 3 – November 9
David

  • Add new knight abilities (brute, necromancer)

Donovan

  • Add power-up effects (strength, time freeze, health, slow players)

Tim

  • Wave system
  • Add some different waves

November 10 – 16
David

  • Add new knight abilities (brute, necromancer)

Donovan

  • Add power-up effects (strength, time freeze, health, slow players)

Tim

  • Different character animations (slashing, running, idle, etc)

November 17 – 23
David

  • Damage float-ups
  • polish/debug

Donovan

  • Sounds ( slashing, dying, enemy dying, etc)
  • polish/debug

Tim

  • npc animations ( frantic running, etc), statistics / achievements
  • polish/debug

Alpha Plan (Nov 4)
Enough functionality to act as the final game stripped of much of it’s content. Basic multiplayer, single player type, single enemy type and one formation for enemies to come in.

Beta Plan (Nov 18)
More content added to give better variety and playability to the game. At this point, there should different knight types to play with different special abilities. Most power-ups should be implemented in the game with animation and polish starting to happen.

Final Plan (Nov 25)
Game should be finished.

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