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Zippy Zap Tower Defense

Game Design Document

Version 1.0 - Game Jam Edition

Core Concept

A top-down tower defense game where players must manage power resources to defend against waves of bugs. The game uniquely combines resource management with traditional tower defense mechanics through a day/night cycle system.

Game Loop

  1. Day/Night Cycle
    • Each "day" consists of two phases:
      • Prep Phase (Day): Players build/upgrade defenses while solar panels generate power
      • Combat Phase (Night): Bugs attack while players defend using stored power
    • Surviving a night advances to the next day
    • Real-time gameplay allows for dynamic strategy adjustments

Core Systems

Power Management

  • Solar Panels

    • Generate power during daylight hours
    • Base generation rate: 10 power units per minute
    • Can be upgraded to improve efficiency
    • Affected by placement (optimization opportunity)
  • Batteries

    • Store power generated by solar panels
    • Base capacity: 100 power units
    • Can be upgraded to increase storage capacity
    • Act as power distribution nodes
  • Power Grid

    • Towers must be within range of powered batteries
    • Visual indicator shows power connections
    • Power distribution radius: 5 tiles

Tower Types

  1. Basic Turret

    • Cost: 100 credits
    • Power Usage: 5 units per shot
    • Range: 4 tiles
    • Damage: 10
    • Fire Rate: 1 shot/second
  2. Rapid Turret

    • Cost: 200 credits
    • Power Usage: 3 units per shot
    • Range: 3 tiles
    • Damage: 5
    • Fire Rate: 3 shots/second
  3. Heavy Turret

    • Cost: 300 credits
    • Power Usage: 15 units per shot
    • Range: 5 tiles
    • Damage: 30
    • Fire Rate: 0.5 shots/second

Infrastructure

  1. Solar Panel

    • Cost: 150 credits
    • Generation: 10 power units/minute
    • Durability: 100 HP
  2. Battery

    • Cost: 200 credits
    • Storage: 100 power units
    • Durability: 150 HP

Enemy Types

  1. Worker Bug

    • Health: 50 HP (increases by 5% each day)
    • Speed: Normal
    • Reward: 25 credits
    • Special: None
  2. Soldier Bug

    • Health: 100 HP (increases by 5% each day)
    • Speed: Slow
    • Reward: 50 credits
    • Special: Armored (takes 25% less damage)
  3. Scout Bug

    • Health: 30 HP (increases by 5% each day)
    • Speed: Fast
    • Reward: 35 credits
    • Special: Dodge chance (20%)

Wave Progression

  • Day 1

    • Wave 1: 10 Worker Bugs
    • Wave 2: 15 Worker Bugs
    • Wave 3: 10 Worker Bugs + 5 Scout Bugs
  • Day 2

    • All bugs gain 5% more health
    • Wave 1: 15 Worker Bugs + 5 Scout Bugs
    • Wave 2: 20 Worker Bugs + 8 Scout Bugs
    • Wave 3: 15 Worker Bugs + 10 Scout Bugs + 2 Soldier Bugs
  • Subsequent Days

    • Health increases by 5% each day
    • Number of bugs increases by 20% each day
    • New bug combinations introduced
    • Additional waves added every 3 days

Economy

  • Starting Resources

    • Credits: 500
    • Basic loadout: 1 Solar Panel, 1 Battery, 1 Basic Turret
  • Income Sources

    • Killing bugs: 25-50 credits per bug
    • Completion bonus: 200 credits per day survived
    • Perfect defense bonus: 100 additional credits

UI Elements

  1. Resource Display

    • Current credits
    • Current power stored
    • Power generation rate
    • Time until next phase
  2. Build Menu

    • Tower selection
    • Infrastructure options
    • Upgrade options
    • Cost display
  3. Wave Information

    • Current day/wave
    • Enemy count
    • Enemy types incoming
    • Time until next wave

Win/Lose Conditions

  • Win Condition

    • Survive predetermined number of days (e.g., 7 days)
    • Optional: Endless mode for high score
  • Lose Condition

    • Base health reaches 0
    • All power infrastructure destroyed

Technical Considerations

  • Grid-based placement system
  • Pathfinding for enemies
  • Power distribution calculation
  • Wave spawning system
  • Day/night cycle timer

Polish Features (Time Permitting)

  • Weather effects affecting solar generation
  • Dynamic music based on game phase
  • Power surge events
  • Special waves
  • Achievement system
  • Tutorial system

Minimum Viable Product

  1. Functional day/night cycle
  2. Basic tower placement and power system
  3. Three enemy types
  4. Three tower types
  5. Basic UI for resources and building
  6. Wave spawning system
  7. Win/lose conditions

Releases

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