The following's from an email I recently sent to a fellow who's started messing around with a flash tower defense game. I don't normally share this kind of "game design consultant" work here; I probably should.
Let's say we go with a generic fantasy premise, just for the purpose of this description- I can handle the fiction and any writing needs. The "Overworld" gameplay in between rounds is similar to the Last Stand 2. You see this overworld map/matte painting-esque image depicting the ancient, overgrown ruins of a once-magnificent city, with a variety of locations marked out on it. A bar across the top depicts the monster types that're stalking you and will attack that night- clicking one displays information regarding their strengths and weaknesses. There'll typically be one you haven't fought yet; their info consists of a black silhouette along with some cryptic lore containing hints as to how you fight them.
Any unexplored locations are described via similar cryptic hints, giving the player some indication as to what benefits might be found by searching there (especially whether they've got the upgrade that's going to be effective against a given incoming enemy- you have access to the day's search results when choosing your battle loadout). Each location also contains a note as to how defensible it is (there's a number of factors we could use to actually alter the challenge enemy waves pose, lots of potential for each location having unique quirks). You'll have to actually go to a location to get the description that has concrete details.
In other words, you're simultaneously choosing where to search for upgrades and which stage you'll be fighting the next wave on; naturally, the most dangerous locations will contain the coolest upgrades. I like the idea of a player who's had the last battle go badly being wounded/vulnerable, but because of how the game's set up their response is to retreat to a safe location and just rest in preparation for the next night (rather than just hitting reload).
Next, there's the actual battles. This concept and the overworld concept were brainstormed together, but neither needs the other. I'll skip a bunch of micro-level design ideas and just focus on the tower setup, as sketched out in those cruddy webcam pics.
So the experience of playing the game consists of placing towers and generators in interconnected networks, and using the spells to influence things. (As for how much influence those spells would have. . .imagine if instead of having to click to pick up the sun in PvZ, every [40/sunflowers] seconds you could make a few clicks to either deal 3 peas' worth of damage to a zombie or make one lane fire down a neighbor for 5 seconds).
Tuesday, April 6, 2010
Tower Defense Design Proposal
I probably don't have to explain this, but one of the design priorities here is elegance- rather than giving the player forty options, give him a few meaningful choices that combine to produce the same flexibility. I'd guess that there'll be no more than a dozen mana types, and half of those are 'bonus options' (a normal playthrough will find 2-3 by the endgame). But the potential for combinations between different upgrades means that your 3 chosen mana types are going to play in a way that's noticeably different from other combinations.
Labels: Game Design, Tower Defense, Video Game Design
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