Goblin Armies Game Design Document
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Revision: 0.0.1
License
Copyright © Loteque, maeve 2024 - Present
Overview
Theme / Setting / Genre
- Themes: Environmental conservation
- Goblin army in a Fantasy Mad Max style wasteland.
- Genre: Console Real Time Strategy
Targeted platforms
- Web
- Windows
- Linux
Project scope
-
Game Time Scale
- Time Scale 2 weeks total
-
2 Core team members
- Maeve - Art
- Loteque - Programming, Else
-
Aditional team members
- Jonah Bloom - Composer/Recording
Influences
- Disgaea
- Video Game
- Noted for its turn-based strategy and character-throwing mechanics.
- Pikmin
- Video game
- Mentioned in the context of RTS but clarified that it is an RTS, not TBS.
- Mad Max Furiosa
- Movie
- Visual style, feel.
- Pizza Tower
- Video Game
- Visual Style
The Elevator Pitch
Pikmin, but goblins with more war
What sets this project apart?
- It is an RTS, fully playable on console. These are rare
- It has Thematic elements of Environmental Conservation through teamwork
- If give a unique perspective of goblins as protectors of the land
Story and Gameplay
Story Brief
- Corrupted goblins have taken over the lands and are taking all they can!
- Player’s goblin group are among the last uncorrupted and must save the land by defeating the corrupted goblins
Core Gameplay Mechanics Brief
- Goblins are a primary resource.
- Player must build goblin army up to defeat the coruption
Core Gameplay Mechanics
- Goblins are a primary resource.
- Special goblins (e.g., big goblins who throw smaller goblins).
- Character movement
- Movement with keyboard / gamepad
- Player collects goblins
- Attackables:
- Enemy Goblins
- Breakables:
- Enemy Goblin Camps
Crate:scope
- Collectables:
- Scrap
- Player has health
- NPC goblins can attack
- Autoattack based on range.
- Can target:
- Attackables
- Breakables
- Can collect Collectables
- Auto-collect when near
- Can target:
- (stretch) Basic goblins can specialize into advanced classes like:
- tough goblins
- wizards
- Map:
- Mostly Open
- Minimal obstacles
- Player has a base, A single (Command center)
- Player can upgrade the command center.
- Upgrades cost scrap
- When they upgrade the base:
- Increases Goblin production rate.
- increases ‘green’ on the map
Gameplay Brief
- The player starts with a player goblin.
- They must wander the land, collecting npc goblins, build an army and build up their base in order to destroy the corrupted goblin army and restore the land.
Gameplay
- Player starts with Player character.
- Player explores the map.
- Player locates and collects goblins.
Player locates breakables.:scope- Player finds a corrupted goblin.
NPC Goblins break breakables and collect scrap:scope- Player uses NPCs to Collects Scrap
- Player uses NPC Goblins to fight corrupted goblins.
- Player creates a Command center
- Enemy Command center spawns in
- Enemy goblins collect scrap
- Player sends NPC goblins to collect scrap.
- player and enemy return scrap to their command center
- Command center increases upgrade meter
- when upgrade meter is full comand center upgrades
- when command center upgrades green tiles spread
- Corrupted goblins attack command center.
- Player attacks corrupted command center.
- When player defeats corrupted goblin base (corrupted command center) they win the map.
Assets
2D
Textures
- Tiling Ground textures
- green ground
- grey ground
- corrupted ground
Tiling lava rivers:scope- Tiling Toxic Sludge Rivers
Sprites
-
NPC Goblins
- Idle animation (1 directions)(forward)
- Running animation (4 directions)
- Attacking animation (4 directions)
- Hurt animation (1 direction)(forward)
- Collection sprite for basic particle effect
- Thrown animation (goblin flying through air)
- Dying animation (1 direction, spin into forward direction)
-
Player Goblin
- Idle animation (1 directions)(forward)
- Walking animation (4 directions)
- Attacking animation (4 directions)
- Hurt animation (1 direction)(forward)
- Dying animation (1 direction, spin into forward direction)
-
Corrupted Goblin (medium size)
- Idle animation (1 directions)(forward)
- Running animation (4 directions)
- Attacking animation (4 directions)
- Hurt animation (1 direction)(forward)
- Collection sprite for basic particle effect
- Thrown animation (goblin flying through air)
- Dying animation (1 direction, spin into forward direction)
-
Environment
Dead trees:scopeCliff faces:scopeWest and South are the faces:scope
Cliff edges:scopeEast and north are the edges:scope
Lava Plumes- Toxic Plumes
Healing pool:scope
-
Player Goblin Base
- Initial state
- Damaged
- Upgraded state 1
- Damaged
- Upgraded state 2
- Damaged
Upgraded state 3:scopeDamaged:scope
Destroyed:scope
- Initial state
-
Enemy Goblin Base
- Initial state
- Damaged
- Upgraded state 1
- Damaged
- Upgraded state 2
- Damaged
Upgraded state 3:scopeDamaged:scope
Destroyed:scope
- Initial state
-
HUD Elements
- Health bar for player
- Health bar for NPC goblins
- Scrap counter
- Base upgrade status
- Base health bar
- Health bar for npc goblins
Destructibles health bar:scope
Code
-
Character Scripts (Player Pawn/Player Controller)
- Controller
- Stats
- State
- animation
-
Actor Scripts
- controller
- Stats
- State
- animation
-
Base Scripts
- Base
- Army Manager
-
Collectables Scripts
- Scrap
-
Breakables Script
- Bases
-
Static Unit Object Script
- Bases
-
Ambient Scripts (Runs in the background)
- Game state Manager
- Level Manager
- HID Manager
-
Audio Manager
- SFX Manager
- Music Manager
Detailed View
- [ ] SFX Manager - [ ] Music Manager - [ ] tracks which layers of music are playing - [ ] plays calm music at the beginning of the game - [ ] listens for player_left_base_signal - [ ] if player not in combat - [ ] checks if this music layer is already playing - [ ] on_player_left_base fades in exploration layer - [ ] listens for damage_taken signal - [ ] checks if this music layer is already playing - [ ] on_damage_taken fades in combat layer - [ ] listens for combat_finished signal - [ ] fades out all music - [ ] starts silence timer - [ ] on silence_timer_timeout - [ ] if base::player_in_base=true and combat=false: fadein calm layer - [ ] else: fadein calm layer and exploration layer - Environemnt Manager (ground tiles)