Game Design Document TEQUILA RUMBLE. Group 10 Clash of Clans-like without village building

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TEQUILA RUMBLE Game Design Document Group 10 Clash of Clans-like without village building Genre: Strategy game Plateform: Smartphone/tablet Target: 15-30 strategy players Online multiplayer Page 1/26

INDEX 3 Concept 4 Exploration part 4 Gameplay (Controls, character, camera) 5 Gameloop 6 Interactive elements summary 7 Missions (Cities & ennemies) 8 Missions (Deads & humans hordes) 9 Bosses (Classic & great) 10 Loots (Chests, graves, UFO fragments) 11 Shops (Trailer, avatar, summoning altar) 12 HUD 13 Achievements system 14 More ideas to expand exploration 15 Confrontation part 15 Confrontation gameplay 17 Units 19 Spells 21 Power-ups 22 Phase 1 : Spawn 23 Phase 2 : Power-up selection 24 Phase 3 : Spells selection 25 Phase 4 : Battle 26 Phase 5 : Reward Page 2/26

CONCEPT The player s avatar is a Maestro who explores several areas and battle strategically against hordes of enemies to gather more resources, improve its army and eventually confronts the boss to reach a new area. A Maestro has various ways to earn gold and bones, the two in-game currencies : attack cities, human hordes fleeing from him, skeletons hordes swooping down on him, hidden chests, searching for other players maestros and more. Battle system is semi-automatic and depends greatly on the composition and organization of the two armies but the player can still influence the battle outcome using his spells and power-ups. A victory yields bones and gold. Bones can be used to create skeletons at the invocation altar. There are many different type of skeletons which the player needs to place strategically inside his army depending on their characteristics. The player can also use gold to purchase equipment for its skeletons, spells and skins for the Maestro and power-ups at the trailer of Carmen Miranda. The game is linked to Turbo Fight in various way. UFOs fall on the map, and the player can salvage UFO fragments on the wrecks. He can then redeem them for bones and gold, or use them to create alien units (Gringo) and rare equipments. When a player has defeated a boss, he has to sacrifice his units to go to the next land but they re not lost if he plays both games : they become usable cards in Turbo Fight. Community events featuring unique boss fights can be triggered by players from Turbo Fight. These bosses apply debuffs to the players around them until they are defeated. These debuffs become greater over time. Page 3/26

EXPLORATION GAMEPLAY Controls The player touches the screen to move his character on the map freely and interact with diverse interactive elements detailed later including objects on map and HUD. Character The player embodies a Maestro, a mexican necromancer who invokes a horde of skeleton to terrorize humans and compete against other hordes of skeletons. The character has a defined speed and can walk on flat slopes but not on steep ones. Camera The camera is in third person ¾ perspective. It is centered on the player s avatar. Page 4/26

EXPLORATION GAMELOOP Explore Confront boss Next level Attack NPCs Attack enemies Bones Gold Summon skeletons Buy equipment Build a powerful army Page 5/26

INTERACTIVE ELEMENTS SUMMARY ELEMENT TYPE MOVEMENT INTERACTION WIN LOSS Maestro Avatar/Shop Free-movement, controlled through the touch screen Buy camo Invisibility poncho Golden bones Summoning Altar Shop Fixed location in the center of the map Buy troops Every type of skeleton, aliens Bones Carmen Miranda s Trailer Shop Follows the player Open shop Skeleton s equipment, skills, skins, battle s bonus Gold Chest/Grave Loot None, spawn in some fixed locations Get loot Gold, bones, equipment None UFO fragments Loot None, spawn in some fixed location Get loot, propose to trade them for gold Spaceships s fragments None Cities Fixed missions None Show the human army, suggest to start the battle Gold Possibly Skeletons Deads hordes Random missions Random move, chase the avatar Start the battle (when player is close enough) Bones Possibly Skeletons Humans hordes Random missions Random move, run away from the avatar Start the battle (when player is close enough) Gold Possibly Skeletons Boss/Sacrificial Altar Fixed mission / Teleport None, fixed location Start the battle Gold, bones, access to the next land The whole army Page 6/26

MISSIONS 1/2 Cities Cities are fixed missions available to the player. If the player hits a city, he goes to it and a window appears, showing the player the human army he ll fight, giving him and idea of the difficulty of the mission. Then, the player has the opportunity to launch the battle or cancel. When defeated, a city stays on the map but the associated mission is unavailable for a certain time. Average source of gold and average bone source. SCREEN/ILLU Enemy players Enemy players are hidden by default. If the player wants to confront another player, he has to call a scout and pay him a few amount of gold. The scout will drive the player to another disconnected player in the area who do not have an invisibility poncho activated. After seeing a brief summary of the enemy s troops, he can start or cancel the attack. Defeating enemy players is a great source of gold and great bone source. If the enemy loses the fight, he earns a free invisibility poncho. Page 7/26

MISSIONS 2/2 Dead hordes Dead hordes are independant skeleton s groups which randomly move on the map and chase the player upon seeing him. If the player is caught, a battle starts. Defeating them is a great source of bones and an average gold source. When defeated they disappear from the map but respawn later atpredefined locations. Humans hordes Human hordes randomly move on the map and flee away from the player upon seeing him. If the player manages to catch them, a battle starts. Defeating them is a great source of gold and an average bones source. When defeated they disappear from the map but respawn later at predefined locations. Page 8/26

BOSSES Classic bosses In each land there is a special enemy, the boss, which protects the sacrificial altar. The sacrificial altar is the only way to access the next land, by sacrificing the whole player s army to start again in the next level. If the player has both games, these skeletons are not lost but sent to his Turbo fight account instead. Classic bosses are difficult to defeat and require an important level of preparation, a well thought-out army, equipments, spells,etc. Classic bosses each have their own unique pattern of attacks which the player needs to understand in order to know what type of units he should send and in which order he should send them to win. Great bosses Great bosses are sometime sent from space from Turbo Fight. They are community events which require huge armies to be defeated. Whenever a great boss appears in the land, players are warned with a new icon in the HUD and they can touch it to send some skeletons. The aim is to defeat it as quickly as possible because as long as it s here, every player in the game has a penalty (rewards, speed, ) When it s defeated, the great boss leaves a large amount of loot shared between players based on how many skeletons they sent to defeat it and a unique medal. Page 9/26

LOOTS Chests/graves Regularly appear at defined locations Respectively contain gold/bones The player only has to touch them to grab the loot UFO fragments UFO fragments fall from space each time a spaceship is destroyed above the planet in Turbo Fight. Players can get them and sell them for gold or bones to the other players. Players can also collect them and whenever they have a full collection, they can trade it for a special reward and more gold than selling individually. Players can also use them to create special alien units. ILLU CHEST ILLU UFO Page 10/26

SHOPS Carmen Miranda s trailer It s the main shop in the game. The trailer follows the player on the map and can be accessed at any time to purchase equipment, spells, skins for the avatar and power-ups. Everything in the shop can be bought only with gold. Summoning Altar Summoning Altar is in the center of the map and is the only way to acquire new skeletons. To summon troops, players need to spend bones. Aliens can also be summoned at the Altar : whenever some particular units die in Turbo Fight, they will be available for UFO fragments and it s the only way to have them. Skeletons are immediately available in the army but the player hast o wait a given time before purchasing more. The altar can also be rendered accessible again by spending a golden bone. The Maestro The Maestro is also used as a shop : whenever the player touches it, he has the opportunity to buy invisibility poncho. ILLU ALTAR This poncho hides him from enemy scout for a limited time. Invisibility ponchos can only be purchased with golden bones. ttquila Rumble Game Design Document Page 11/26

HUD Number of bones (click to purchase) Number of gold (click to purchase) Number of golden bones (click to purchase) Army menu (equip skeleton, organize troops) Bag menu (see equipment, customization and space ship parts) Main menu (pause, achievements) Events icon whenever they are available (here it s the daily pinata) Map (see player position in the area, statistics) Page 12/26

Achievements In-game achievements grants players a badge for completing various tasks. They are separated in two categories : global achievements and area achievements. Examples of area achievements Fully explore the area Defeat all cities in the area Find all the chests in the area Search all bushes in the area Find all uncommon equipment in the area Defeat the boss of the area Find every secret zone of the area Example of global achivements Escape X skeleton horde Defeat X skeleton horde Catch X human horde Defeat X human horde Accumulate X gold Accumulate X bone Find X UFO Do X barter exchange in the interface Go to the Summoning Altar X times Spend X bones Create X Skeletons Spend X gold Buy all basic equipment Buy X battle bonus Buy all Maestro skins Buy all Maestro skills Walk X km Page 13/26

More ideas to expand exploration Smoke signals When a UFO falls from the sky, it draws a line of smoke that connects to the character. The player must find the UFO before the smoke turns off and the UFO is covered by sand. El Perro is the player s dog. On the map interface, the player selects the region he wants the dog to explore. The dog comes back to the Maestro 24 hours later with (depending on the region explored) bones, gold or sometimes golden bone and unusual equipment. Notices of research are displayed on the front of the tequila bar, these are tasks that indicates the region over the area where a skeleton horde are wanted, the player must go in this area and defeat the horde making the object of research to win. The character is rewarded with gold. Hidden areas Little Ships are hidden in some bushes, once found they definitely appear in the map interface and allow the character to reach the spatial area. In this area the character evolves slower, there are chests and alien hordes. Passing through this area provides access to unreachable areas on the main map. Underground galleries are hidden in some bushes and allow the character to reach the underground area, in this area the player evolves with fog, limiting the player overall vision of the map, there are chests and mecha hordes. Pass through this area provides access to unreachable areas on the main map. Find the source stick - used to locate hidden area on the map interface. Page 14/26

CONFRONTATION GAMEPLAY (1/2) Principle A confrontation occurs each time the player attacks a city, another player or a roaming horde. During it, the player s horde and the enemy s fight each other automatically. Consequently, the outcome of a confrontation is primarily determined by the arrangement of units that compose each horde. Player actions The player can also use spells to actively influence the battle and maximize efficiency of its horde. However, some spells are double-edged swords and must be used smartly. Moreover, the player can only equip a limited number of spells during a confrontation and some combinations are more strategically interesting than others. Page 15/26

CONFRONTATION GAMEPLAY (2/2) Power-ups They are consumable items that the player can choose to activate at the beginning at the confrontation to gain various advantages over his enemy. Phases Confrontations are subdivided in five successive phases : spawn phase power-up selection phase spells selection phase battle phase reward phase Page 16/26

Units (1/2) Calavera Walks towards the closest enemy and attacks upon colliding with it. health : 6 hp movement speed : 2 ua/s attack strength: 2 attack cooldown : 1s range : 1 ua position index : 1 cost : 20 bones Piñata Cracker Runs towards the closest enemy and attacks upon colliding with it. health : 4 movement speed : 4 ua/s attack strength : 3 attack cooldown : 0.5s range : 1 ua position index : 2 cost : 20 bones Ranger (Mariachi) Shoots the closest enemy without moving. health : 6 attack strength : 1 attack cooldown : 0,5s position index : 4 cost : 30 bones Page 17/26

Units (2/2) Kamikaze (Gringo) Walks towards the nearest enemy and unleashes a powerful explosion when in range. Kills itself in the process. health : 6 movement speed : 2 ua/s attack strength : one-hit kill range : 2 ua position index : 5 cost : 1 debris (= 50 bones in reward formulas) Luchador Waits for the enemies and attacks them when they come in range. Starts to walk after a few seconds of inactivity. health : 8 movement speed : 1 ua/s attack strength : 4 attack cooldown : 3s range : 2 ua wait duration : 6s position index : 3 cost : 20 bones Page 18/26

Spells (1/2) Heal Slightly heal any ally unit around the touched point of the screen. target : allies type : immediate cooldown : 1s range : 2 ua restored health points: 1 Shock Knocks back any enemy unit around the touched point of the screen. Speed Increases the movement speed of allies and decreases the movement speed of enemies around the touched point of the screen. The effect is temporary. target : all type : temporary cooldown : 3s movement speed increase : 1 ua/s movement speed decrease : 1 ua/s effect duration : 2s range : 2ua target : enemies type : immediate cooldown : 2s range : 2ua Page 19/26

Spells (2/2) Heat Spawns a concentrated sun ray at the touched point of the screen. The sun ray inflicts damages over time to any unit that stay in contact with it for more than a fixed duration. It disappears after a few seconds. target : all type : temporary cooldown : 10s effect duration : 6s ray width : 3 ua damages : 1 delay between damages : 2 Tequila Spawns a rain of tequila above the touched point of the screen. The attack of any unit caught in the rain is increased while its movement speed is decreased. The effect wears off when the unit exits the rain. The rain disappears after a few seconds. target : all type : temporary cooldown : 10s effect duration : 5s attack strength increase : 1 movement speed decrease : 1 ua/s rain width : 4 ua Page 20/26

Power-ups Spell-related power-ups Additional spell-slot for this battle Spell cooldown reduction (20%) Spell effects strengthened (50%) Reward-related power-ups Bone reward increased (20%) Gold reward increased (20%) Bone and gold reward increased (10%) Unit-related power-ups Health bonus (+1 hp) Speed bonus (+1 ua/s) Attack bonus (+1) Equipment stats increased (+50%) Resurrection of the first unit of the player fallen on the battlefield Page 21/26

Phase 1 : Spawn The spawn phase is not visible to the player. During this phase, the game retrieves all the data relative to the confrontation and places every element of the confrontation scene accordingly. Data retrieved : constitution and equipment of the player s horde constitution and equipment of the enemy s horde type of enemy (NPC or player) spells owned by the player power-ups owned by the player resources (bones and gold) owned by the player resources owned by the enemy Page 22/26

Phase 2 : Power-up selection During the power-up selection phase, every unit is locked in an idle state. A collection of icons in the middle of the screen represents all the powerups owned by the player. A message asks the player to activate a power-up for the duration of the confrontation by touching the corresponding icon. The power-up is consumed in the process. An additional icon also allows the player not to use any power-up. Page 23/26

Phase 3 : Spells selection During this phase, the units are still locked in an idle state. A collection of icons represents all the spells owned by the player. Two empty spell slots are also displayed on the screen. A message asks the player to equip two spells by clicking on them. The icon of a selected spell is grayed out in the list and displayed in full color in the corresponding slot. Once two spells have been equipped, a new button allowing the player to start the battle appears. Page 24/26

Phase 4 : Battle During the battle phase, the units come out of their idle state and the two hordes automatically fight each other until one defeats the other. Additionally, the player can use the two previously selected spells to actively influence the outcome of the battle. The icons representing The active spell can be used by touching the screen over the battlefield while touching the icon of the other spell will make it active. Page 25/26

Phase 5 : Reward Upon reaching the reward phase, the game calculates the reward of the player and displays a list of the units that were lost during the battle. If the player did not suffer any losses, a single button allows him to return to the exploration level. Otherwise, two buttons give him the choice to either harvest a few bones out of the destroyed skeletons or to revive all of them buy using a golden bone. Clicking on any of these buttons also brings the player back to the exploration map. Page 26/26