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Design Document
De Breuck Dave
Hinneman Stefaan
Naert Joeri
Iteration 1
List of demands
Stakeholders:
Professors
Team 19
Demands:
o Interesting mechanics.
o Working prototype with Unity3D.
o Use a version control system during the design phase.
After an hour we consolidated all of the loose ideas we wrote down and came up with 3 premises for
a game. We decided to go for a full strategy game (instead of a genre hybrid like our virus game from
the previous assignment) starting from the following ideas:
We created a prototype to test the validity of our mechanics. During the creation certain ideas
seemed less viable or interesting so we ended up with a prototype that took parts from a tower
defense game but added the mechanics of managing your bases power supply to make the correct
decisions and survive the oncoming enemy waves.
The mechanics were:
o Losing the game: When the center of the base is destroyed the game is over.
o Winning the game: When the enemy bases are destroyed the game is won.
o Difficulty: Waves of enemies will pile on the base and the player, trying to destroy them.
o Mechanics:
o The base has walls and turrets defending the center.
o In the base there are 4 different plates that perform a specific function when they
are powered by a battery.
A plate repairs the walls
o
o
o
Because our team was enthusiastic about the current prototype and we had a good reception with
the professors we decided to run with this prototype.
Further Iterations
During the creation of the first prototype we noticed that some of our goals for the mechanics were
a bit of a stretch with the set deadlines. To see what parts of our target were manageable and which
ones were not we created a programming document* to give us an idea of all the work that had to
be done.
After we coded one of the mechanics we tested them out in the demo and checked whether or not
they contributed to the as a cool mechanic.
*See attachment 2 for full document
During our playthroughs we noticed when there was something we didnt like, or thought when
something had to be tweaked. This was always discussed in the group and so the prototype evolved
while we were working on it.
As we reached the end of the coding our game had evolved into something a bit different
The mechanics were:
o Losing the game:
When the center of the base is destroyed the game is over.
When the player is killed he spawns in the base.
o
o
Winning the game: When the timer runs out and the base is still standing the player wins.
Difficulty:
Waves of enemies will pile on the base and the player, trying to destroy them.
When enemies come across an unguarded drill or one of the players minions they will attack
that.
o Mechanics:
o Controls :
Arrow keys: Movement
Space bar: Drop items
o The base has walls and turrets defending the center.
o In the base there are different plates that perform a specific function when they are
powered by a battery.
Each turret has its own plate that needs to be powered for it to shoot.
At each side of the generator there is a minion plate that when powered will
construct a minion and send it to protect a faraway mine and its drill.
A plate that repairs the wall.
A plate that creates obstacles that can be placed in front of vulnerable spots
in the base to create an extra hurdle.
o The batteries run out over time
o In order to have a sufficient flow of batteries the player must supply mines (outside
the base) with a drill in order to bring up more crystals.
The user must manage the batteries on the correct plates in order to fend of the different waves.