I spent a lot of time over the summer thinking about what I would like to start doing this year. Eventually I came up with an idea around tower defence:
The game is a tower defence, that relies on the character building the route in which enemies will follow, whilst maintaining their defences.
The level will be a grid spanning upwards of 8×8 squares. Each wall block will consume a 1×1 space on the grid. By using different grid ratios, it will create a range in level complexity that will thereby help to differ the difficulty of completion, whilst creating diversity amongst the structure and tactics required to conquer each zone.
Each respective level will start with no blocks placed for the player to roam across. The exception to this rule will be the castle and the enemy spawning area which will be predetermined. The character will have the ability to place blocks down that will act as both a path for them to run on top of and a path for the enemies to follow. The ability to place these blocks will be restricted to the characters position. This means that the character will have the ability to place blocks around them in a 3×3 grid formation. This excludes the centre square as this will host the characters position only.
Within the grid placement system, the player will have the ability to place more than just walls. This will only become available when the correct walls have been placed down. There will be a few types of walls to start and more will be included at a later date through upgrades. The ones available will be:
- Indestructible walls:
- These walls cannot be destroyed by the enemy. However, they will have ladders that certain enemies can climb.
- These walls will consume the entire 1×1 grid, which will then enable the turret placement system.
- These walls take 5 seconds to build.
- Upgradable walls:
- These walls will vary in depth based on their upgraded level.
- Each breakable wall will begin as 0.25×1 wooden structure that can have its direction chosen prior to placement.
- These walls take 2 seconds to build and 5 seconds to upgrade.
- Each upgrade will add 0.25 depth to the square. This will not exceed the 1×1.
- When the upgradable wall reaches 1×1, its next upgrade will involve cementing the wood together. It will still have a cracked appearance, so it visually shows vulnerability.
- A cemented wall can have a turret placed on it. However, if the wall is destroyed then the turret will be as well.
- Walls with turrets can still be upgraded and reinforced with more hp.
The character will be an empty shell for the player to use. This means that the usable character will only have the basic attributes when they first start playing. For example: hp:100; str:10; def:10; etc… However, the player will begin with some points that can be used to add additional stats to their character. This will then help to create a unique experience for players. Playing the game will award experience to the character. When enough experience has been obtained, the player will level up and get points that can be redistributed into their stats.
The character will have many item slots that will help to bolster their stats. These items will only act as additional effects and won’t affect the characters appearance. The character can have x number of items equipped. This number is influence by their level and will start with 0 items until they reach x level. Thereafter, it will slowly phase more equipment slots in for the player to utilise. This is done to prevent players from becoming overpowered from the start.
Additionally, the items will take a different route for levelling up. They will follow the common, uncommon, rare… route, which will require x number of the same item and rarity for it to be fused and obtain the next rarity level.
The character will have an auto-attack feature in place that will target the closest enemy to them.
Additionally, items will follow a few routes to power up:
- All items will hold a rarity:
- Common – Grey – Max level 10
- Uncommon – White – Max level 20
- Rare – Blue-Green – Max level 40
- Epic – Lime-Green – Max level 80
- Legendary – Red-Orange – Max level 160
- Mythical – Orchid (light violet) – Max level 500
- Godlike – Ultra Violet – Max level 1000
- God-Slayer – Black – No upper level limit
- Increasing any items rarity is possible but will require x number of the same item plus additional requirements:
- Common – Requires 4 of the same item and quality, 2 of the 4 items must be max level before they can fuse into an uncommon item. The fused item will retain its level if it was fused (10) and will gain the residual xp.
- Uncommon – Requires 3 of the same item and quality, 2 of the 3 items must be max level before they can fuse into a rare item. The item will retain its level when fused (20) and will gain the residual xp.
- Rare – Requires 4 of the same item and quality, 2 of the 4 items must be max level before they can fuse into an epic item. The item will retain its level when fused (40) and will gain the residual xp.
- Epic – Requires 3 of the same item and quality, 2 of the 3 items must be max level before they can fuse into a Legendary item. The item will retain its level when fused (80) and will gain the residual xp.
- Legendary – Requires 3 of the same item and quality, 2 of the 3 items must be max level before they can fuse into a Mythical item. The item will retain its level when fused. (160) This fusion will not merge the experience gained across all fused items.
- Mythical – Requires 4 of the same item and quality, 2 of the 4 items must be max level before they can fuse into a Godlike item. The item will retain its level when fused. (500) This fusion will not merge the experience gained across all fused items.
- Godlike – Requires 5 of the same item and quality, 4 of the 5 items must be max level before they can fuse into a God-Slayer item. The item will retain its level when fused. (1000) This fusion will not merge the experience gained across all fused items.
The player will have the ability to equip many different items, obtained through continuous play. However, not all item slots will be available straight away:
Head – This item slot becomes available at level 10.
Earrings – This item slot becomes available at level 30.
Shoulders – This item slot becomes available at level 12.
Backpack – This item slot becomes available at level 50.
Neck – This item slot becomes available at level 18.
Chest – This will be the first item slot available to the player. It becomes active and appears at level 2.
Wrists – This item slot becomes available at level 15.
Gloves – This item slot becomes available at level 8.
Rings – Both ring slots activate at level 25.
Belt – This item slot becomes available at level 12.
Trousers – This is the next item slot following the chest. Becomes available at level 4.
Knees – This item slot becomes available at level 20.
Feet – This item slot becomes available at level 6.
Spirit – This item slot becomes available at level 150.
Although the equipment slots are available, it doesn’t mean that the player will have something to place there. Items of an item slot will only begin to appear when the slot has been unlocked. The player can then select from an item they prefer to be placed into its respective slot. Once placed, the player will then have the ability to upgrade the level of that item through the use of currency. This currency is gained through killing enemies and will drop randomly with x amount. The amount dropped, depends on the level played / stage reached.
The player will have the ability to customise their stats to suit their playstyle. However, when the stats have been added, there will not be a way to remove them. This means that the player must be cautious when selecting their power-ups. To prevent any mis-clicks, there will be a counter measure in place. This means that the player will need to select the + symbol and then confirm their selection by pressing okay in the confirmation box.
Here in the confirmation box the player will view what is being added, and also how much it will cost. Upgrading a skill will only ever require 1 skill point.
Experience is the most important element of the game and will be distributed through various means:
- Killing enemies will award experience. However, this experience is only awarded to the one landing the final blow. This means that it can be awarded to either the character or a turret. Additionally, the experience will not be awarded to all turrets, only the type of turret that actually inflicted the blow. This means that in order to level up various turret types, a player will need to tactically place them in such a way that would enable turret progression.
- Surviving a round will grant experience to the character and turrets. However, it will only award the experience to the types of turrets that remained active from the start of the round to the end. This means that if a turret dies part way through a round, then it will not be awarded the bonus experience. The same applies to any turrets built during a round. The round survival experience will only be small and may scale based on level progression on certain game types, such as endless mode. Turrets built during rounds will still benefit from kill experience.
- Completing a level will award some experience. However, this will once again be small to prevent exploiting easier levels for experience gain. Although, this may help a player to level new turrets, or bolster their turret team through easier levels.
- Enemies will also come in types and will award different experience based on the enemy killed. This means that earlier stages will award less experience than later stages in the game. As the enemies become more powerful, the amount of experience obtained by killing them will too.
- Lastly, all experience will be tallied throughout the battle and won’t be awarded until the player either wins or loses. After which they will then be shown who and what gained experience and how much of it. The experience will then apply and if enough was obtained, level up the character and/or turret/s
The experience needed for a player / turret to level up will increase in set increments based on their level bracket. For now, this will be a 100xp increase per level until level 5, this will raise to 175 at 10, 250 at 15, 500 at 20, 750 at 25, 1000 at 30 and so on. A precise formula is yet to be set for this, as a generic max + max per level increase will see a player getting stuck at the lower levels indefinitely. For example, based on a max + max system starting at 100. By the time the player reaches level 20, they will need: 52,428,800. This number is astronomical for such a low level. It would be understanding if the player was in their 100’s, however.
Enemies will follow the path made by the player as long as it isn’t blocked. If the pathway has been blocked, then the enemies will attempt to take the quickest route, by means of destroying breakable walls. The enemies will attempt to attack the weakest wall to get through to progress.
Enemies will come in a variety of forms:
– Slow enemies with low hit points (hp) = Yellow
– Slow enemies with more hp = Orange
– Slow enemies with high hp = Red
– Fast enemies with low hp = blue
– Fast enemies with more hp = purple
Enemies will climb the walls made by the character, also attacking and stunning the player will be as listed:
– Slow enemies with low hp = Pink
– Slow enemies with more hp = Brown
– Fast enemies with low hp = Black
Defeating enemies will reward the killer with experience. This means that the player / turret will be awarded x experience per kill, dependant on the enemy. Enemies will randomly drop money or items for the player to utilise. This is automatically collected and will float towards the player. These items will not collide with the walls.
Blocks will all have hp. Only x number of indestructible walls can be placed, however, blocks can be levelled up so that they can eventually house turrets. Indestructible walls cannot be placed within x proximity of each other, to prevent the player from blocking ground troops indefinitely.
Character equipment will alter the appearance of the character and show inside of the game.
Additional characters that start with perks:
- Quick builder (Time reduced from building and upgrading walls)
- Distant builder (3×3 standard build sized increased to 4×4 / 5×5)
- Powerful (stats stack better on this character. This will be upgradable (starts at 1=1.01)
Co-op play, both players working together to take down an extra hard level (additional difficulty increases per hero, max 3?
Player has greater control over whom they attack. Can lock onto targets.
Inspiration was taken from Archero, which is a mobile platform game.