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CPSC 4160/6160:� Milestone 1 Presentation

Yumeng Wei

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Game description

Name title:

TookOver

Genre:

Reverse tower defense, “collecting” game

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Game description

As the player, you assume the role of a monstrous overlord, leading creatures ranging from savage beasts to mystical entities. With each fortress conquered, your forces grow stronger as new monsters join your cause, each bringing unique abilities and powers to your army. Your ultimate goal is to bring down an empire.

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Game description

Game Objectives:

The core gameplay revolves around planning, players deploy different types of monsters at the starting position. As the monsters progress, they will encounter various types of defense towers scattered across the map, each type with different levels and attack strengths. These towers increase in power and complexity as the game advances.

Four to five levels, each successful level unlocks a new monster ally, adding depth and variety to the player’s tactical options

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Game information

Target Audience:

Age: 8+

Gender: Any

Subgroups: Fans of strategy and tower defense games.

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Game references

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Entities – character

  1. Mouse clicks for movement.
  2. collisions between monsters and towers, triggering attacks when monsters enter the tower's range.

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Entities – character

Attributes of Monsters:

  • Health: Determines how much damage a monster can take before being destroyed by enemy towers.
  • Speed: Controls how fast the monster moves.
  • Abilities:
    • monster 1: Self-Destruct. when health is low, causing the monster to explode and damage nearby towers.
    • monster 2: High Attack Speed. Certain monsters have rapid attack speeds, making them effective at quickly reducing the health of enemy towers.
    • monster 3: Shielding. Monsters can deploy a shield that absorbs damage temporarily, protecting themselves and nearby allies from tower attacks.

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Entities - Enemies

  1. Constantly checking if monsters are within attack range using distance calculations.
  2. Automatically firing projectiles or dealing damage when monsters are in range.
  3. Towers:
    1. Single-target tower
    2. AoE tower
    3. Status effect tower

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Entities - Environments

  1. Behaviors: Static layouts and Interactive obstacles
  2. Looks:
    1. Towers are placed, and their designs may change with the level theme
    2. The environment can include various themes such as forests, deserts, mountains.

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Player’s mechanics

Monster Deployment and Control:

  • Placement: Players start by placing monsters at specific points on the map. Each level provides a limited number of starting positions where monsters can spawn.
  • Route planning: Using mouse input or a point-and-click system, players plot a course that the monsters will take as they advance toward the fortress.
  • Monster types: Different monsters have varying strengths, such as increased health, speed, or special abilities.
  • Progression: As the player completes levels, they unlock new monsters with more specialized abilities.

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Enemy’s mechanics

Enemy Tower Mechanics:

  • Attack Mechanics: Each tower type has its own attack speed, damage, and range. Towers have cooldowns between attacks.
  • Targeting: Towers automatically target monsters based on certain priorities, such as the closest monster or the one with the lowest health.

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Modules

  1. Game loop and core mechanics module
  2. Character (Monster) control module
  3. Enemy (Tower) module
  4. Environment module
  5. Collision detection module
  6. Effects module
  7. Input handling module
  8. Level management module

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Development plan

  1. Framework and setup
  2. Game Mechanics
  3. Effects and environment
  4. Physics and AI
  5. Finalization and testing