Beruflich Dokumente
Kultur Dokumente
v1.2
10/27/2005
An Exodus Games Production
GAM 400
Fall 2005
Instructor: Mike Moore
Producer: Josh Bell
Game Designer: Ryan Thorlakson
Technical Director: Brenton Anderson
Table of Contents
1 Executive Summary
1.1 High Concept
1.2 Game Description
1.3 Back Story
1.4 Example of Play
1.5 Marketing
1.5.1 Target Audience
1.5.2 Target Rating
1.5.3 Competitive Products
1.6 Milestone Overview
1.7 Budget Overview
1.8 System Requirements
2 Game Design
2.1 Terrain and Environment
2.2 Player Movement
2.3 Player Combat
2.3.1 Player Weapons
2.3.2 Field Deployable Equipment
2.4 Controls
2.5 Resources
2.6 Structures
2.6.1 Walls
2.6.2 Turrets
2.6.3 Upgrades
2.7 Special Abilities
2.8 Enemies
2.7.1 Ants
2.7.2 Grunts
2.7.3 Soldiers
2.7.4 Commanders
2.9 Scenarios
2.9.1 Win/Lose Conditions
2.10 Game Interface
2.11 Projectiles and Explosions
2.12 Sound
2.12.1 Samples
2.12.2 3D
2.12.3 FMOD Designer
2.12.4 Hierarchical Event Tree
2.12.5 Event Hierarchy Key
2.12.6 Event Hierarchy
Appendices
A Scenario List
B Game Data
C Tech Tree Charts
D Game Flow Chart
E Team Summary
1.5 Marketing
1.5.1 Target Audience
Turret Defense will appeal to male gamers 15 25 that typically play FPS and RTS PC
titles. In particular, fans of Sci-Fi themed games, movies, and books will be immediately
attracted to Turret Defenses setting and theme.
Turret Defense will have an ESRB rating of T (Teen) for ESRB Content Descriptor of
Violence (i.e. scenes involving aggressive conflict), suitable for ages 13 or older. To
conform to the wishes of the publisher, DigiPen Institute of Technology, Turret Defense
will not use blood or any other content that would lead to further ESRB Content
Descriptors related to violence.
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Annual Salary
$65,000
$65,000
$95,000
-
Units
3
1
1
3
-
Total Cost
$1,197.00
$399.00
$3,495.00
$6,000.00
$11,091.00
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The rotation of these planets is extremely fast, so the sun and moon will rise and set
approximately every minute. When the sun is out, a warm daylight will color everything.
When the sun sets, the moon will come up and everything will be bathed in a cool
moonlight. Specular mapping on the terrain and objects will catch the sun and give a
unique, 3D looking appearance.
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place buildings and upgrade them. The player will activate and de-activate this mode by
pressing the CTRL key.
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The grenade launcher is an area-of-effect weapon. It is aimed with the mouse and
launched by clicking. The grenade will fire in the players line of sight. It will travel
through the game world over time, being pulled down by gravity. When it detects a
collision with the ground or an enemy, it will explode with an explosion graphic. The
explosion will also cause a depression in the ground, lowering the terrain. Dirt particles
will be thrown up into the air, and as they land, they will re-deposit into the land.
Damage will be applied to all enemies within the blast radius. There are three states of
upgrade for the grenade launcher. The first is the standard grenade launcher. The second
version has less cool time, is stronger, and the blast radius is larger. The third version is a
similar upgrade. Each version will look different in the game world, and the animation
will give an indication of the cool down time. See the appendix for exact damage, cool
down time, cost of upgrade, and radius of effect.
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The second equipment item available to the player is pheromones. The enemy ant swarm
units lay scent trails as they walk along the terrain to guide other ants toward safer areas.
By placing pheromones in an area, the player can attract ants to the area, confusing the
purpose of the ants. In this way, the player can lure the ants into more dangerous areas
for them. There are three upgrade states of the pheromones. Each state increases the
amount of scent placed and the radius of effect. See the appendix for upgrade costs,
amount of scent, and radius of each upgrade state.
The third equipment item is the targeting beacon. This beacon is used to place the target
for the special abilities of the ultimate turrets. For more information, see section 2.6.2
(Turrets). There is a reuse timer on throwing the targeting beacon. See the appendix for
the amount of reuse time for each targeting beacon.
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2.4 Controls
The controls for the game will be re-configurable by the player in the menu.
Menus are navigated with a mouse cursor. The mouse is used to select and click on menu
items. The build mode of the game is treated in the same way. The mouse is used to
place structures and select upgrades.
In the game, pressing the escape key will pause the game and bring up a dialog asking if
the player would like to quit to menu, quit the game, or resume.
The HUD will have a display in the top left of what weapons are available, and the one
selected will be in a highlighted color.
PLAYER CONTROLS
Mouse Movement Player Look
Left Click Fire Current Weapon or Use Current Equipment
W, A, S, D Keys Movement
Spacebar Hold to activate jetpack
Shift Switch to build mode
1 Select Blaster
2 Select Grenade Launcher
3 Select Field Turret
4 Select Pheromones
5 Select Targeting Beacon
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2.5 Resources
The unit of resource in the game is the cel. Cel is a form of energy that the space
colonists have harnessed to use in their machines. Cel is collected by killing enemies.
See the appendix for the cel value of each enemy. Cel is used for many things in the
game, including building structures, upgrading structures, and researching new
technology.
When killing an enemy with personal weaponry, the player will receive four times the cel
value of that enemy. This is to encourage the player to go out and fight the enemies
instead of letting the turrets do all the work.
To spend cel on items such as upgrades and turrets, the player must be in build mode.
For more information, see the sections on building turrets and upgrading.
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2.6 Structures
The player will be able to build structures to help defend his base from attacks. The
purpose of structures is to provide the player a strategic way to spend his resources
towards more permanent solutions against enemy attacks. There are five different types
of structures that the player can build, and each structure built will have its own upgrades
that the player can purchase to further customize and reinforce his investment.
Structures are built when the player is in build mode and they can only be placed on even
sized grid segments. Every level will have a grid laid out on it that spans the entire level,
allowing the player to build wherever he wants. While in build mode, the player will be
able to select a free grid space and then choose if he wants to place a structure there. If
the player has the resources to build the structure, then those resources are subtracted
from the player's resource count and the building is immediately placed on the grid.
When a structure is built, there will be no waiting time before it will be considered in
play and start working. Structures coming into play will be shown flying from the sky
and smashing into the grid selected as if they were sent to land there from space.
2.6.1 Walls
One of the structure types is the wall. A wall is meant to be a cheap and simple way of
providing protection for your more expensive structures. Walls can also be used to filter
enemies and bunker up your base. Walls are meant to take a lot of damage. Walls can
not be built within a close proximity to hatches. This prevents the player from simply
bunkering up his hatches and thus eliminating several game design elements.
2.6.2 Turrets
The other four types of structures are turrets. Turrets have different attack properties and
purposes in the game. There is a machine gun, laser, shell and slow type turret. The
machine gun turret is meant to be a close range, high rate of fire type turret that can shred
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through enemies when they get up close to the turret. The laser turret is mean to be a
medium to close range type that has a medium rate of fire but higher damage per hit. The
shell turret type launches shells into enemies which will explode upon impact with the
ground or an enemy. The shell turret has a very long range but can not fire at things with
a medium or short range. This turret is meant to soften up your enemies from afar before
they reach your base. The last turret type is the slow turret. This is a strategic turret that
isnt meant to do much damage, but instead slow the movement rate of your enemies
down. It has a medium to close range of attack.
2.6.3 Upgrades
Every structure can be upgraded multiple times. The purpose of upgrading is to provide
yet another layer of strategy to the player. Because building space will be limited, it will
eventually become more viable to the player to upgrade his current structures rather than
just build more base structures.
Each structure can be upgraded to different ranks. When a structure is first build,
whether it be a wall or a turret, it starts out at rank 1. Each structure can be upgraded
individual up to a maximum of rank 4. So the player could build a machine gun turret of
rank 1, then spend resources to upgrade it to rank 2, then do the same to upgrade it to
rank 3, and again to rank 4. Rank 4 structures will be special in the game and because of
this, the player will only be able to upgrade 1 structure of each type (wall, machine gun,
laser, shell and slow) to rank 4, all other build structures can reach rank 3.
With each new rank, structures become more powerful. Additionally, some structures can
get new abilities and access to further purchasable upgrades that change the attributes and
abilities of the structure. For example, a rank 1 machine gun only has the rank 2 upgrade
available to it. But when that machine gun turret gets rank 2, it then gets access to be
upgraded to rank 3, and 2 new upgrades also become available that can either increase the
turrets rate of fire, or increase its range. For full details of all the data associated with
upgrades and in what order and structure they exist in, please refer to the appendices.
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The player will be given access to special abilities as he researches further into the
technologies available to him.
Each type of structure (wall, slow turret, machine gun turret, shell turret and laser turret)
can be upgraded from its initial state named Rank 1 up to Rank 4 (or Ultimate Rank, or
just Ultimate). There can only be one Ultimate structure of each type though on a map at
one time. Thus the player can upgrade all of his machine gun type turrets to Rank 3 if he
wanted to, but only one of them could be upgraded to Ultimate Rank. The same applies
to walls and the other turrets.
Each Ultimate structure has a special ability that it provides to the player. Those special
abilities are listed here.
Machine Gun Turret
Ultimate Rank Ability
Rain of Bullets
The player gets access to a unique beacon as part of his personal weaponry. If the
player places this beacon out on the field, then this turrets ability gets used. Shortly after
the beacon is placed, a rain of bullets will come down and deal massive damage to enemy
units over a circular area centered on the beacon. This ability has a two minute cooldown before the player can use it again.
Laser Turret
Ultimate Rank Ability
Defense Grid
The player gets a unique remote control as part of his selectable weaponry. When
the player uses the remote, the players Ultimate Rank laser turret will radiate out a
sphere of laser energy, dealing massive damage to enemy units, but leaving all of your
own structures unharmed. The laser sphere emanates from the center of the turret and
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reaches out a limited distance, so it is best to have this turret at choke points. This ability
has a two minute cool-down before the player can use it again.
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2.8 Enemies
2.8.1 Ants
Ants are the basic swarm unit of Turret Defense. They are about one fourth the size of
the player. Ants are melee units. The purpose of the ant unit is to slowly erode the
players defense. The strength of the ants are in the sheer number of enemies. An ant
alone is very easily destroyed, but many ants together can pose a threat. An ant will
attempt to walk generally toward the hatch and will attack any structure it runs into.
Ants will lay an invisible scent trail wherever they walk. Other ants will be able to pick
up on this scent, and it will influence their decision of where to walk. Ants will be more
likely to walk on ground that other ants have recently walked on. If an ant is killed, a
negative scent is spread through the immediate area, making other ants less likely to
move there. Scent gradually dies off over time, so if a spot seems dangerous at first, ants
may begin to move there again after a while. The emergent behavior should be that the
ants tend to group up and go to where they are least likely to die, making the ants seem to
move together to assault the players weak points. This constant attrition will make the
player need to constantly repair minor damage all over the base between waves of aliens.
See the appendix for health, speed, attack strength, and resource value of the ants.
2.8.2 Grunts
Grunts are the first of the human-sized enemies. They are a melee unit. In absence of
orders from the commander, the grunts will simply move toward the hatch. The grunt
will be aware of his immediate surroundings. If his way toward the hatch is significantly
impaired by turret fire or walls, he will attack whichever structure he is closest to. These
units are relentless zealots of the alien hordes, unafraid of death. Grunts have the ability
to pound the ground, sending dirt flying, but they will not use this ability unless
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instructed by a commander (see 2.7.4). Grunts have a considerable amount more health
than the ants and do more damage. See the appendix for health, speed, attack strength,
and resource value of the grunts.
2.8.3 Soldiers
Soldiers are the second human-sized enemies. They are ranged units. Without
commander orders, soldiers will do their best to stay out of range of any turrets and fire
on any player structures. They will usually be out of range of close-range machine gun
turrets, so laser turrets or mortar turrets will be needed to combat them. They are less
aggressive by nature than the grunts and can be devastating on poorly defended bases.
Soldier health and damage is comparable to that of grunts. See the appendix for health,
speed, attack strength, and resource value of the soldiers.
2.8.4 Commanders
Commanders are the brains of the alien forces. Most of the AI work will be done in the
commander units. The players base will be analyzed for weak points or possible weak
points. The commanders will then collectively decide on a strategy. They will move
around the map, shouting audible alien gutteral orders to nearby grunt and soldier units.
By doing this, they will collect a troop of enemy units. By organizing these troops, the
commanders can deliver a powerful punch on any weak point of the players base. The
commanders will find the best place to attack by analyzing how heavily areas are guarded
by turrets and how clear the path to the hatch is. However, the commanders will not
always pick the optimal strategy so the player does not get the sense that the AI is
cheating. They may pick the 3rd or 4th best strategy.
One strategy commanders can employ is building a trench so the aliens are better
defended as they approach the base. There must be grunts in the commanders troop to
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build these trenches using their ground pounding ability. The commander issues the
order to pound the ground, and each grunt will begin pounding for a set amount of time in
the direction toward the base indicated by the commander. On each pound, some dirt will
fly out of the pound area and toward the base, sinking the grunts area down and creating
a bunker ahead. If enough grunts work together on this, they can build an effective
mound to hide behind. The commander can then make tactical decisions such as making
this a safe rally point for his troops.
Commanders will have a very high amount of health compared to the other units. They
have no direct attack, they only organize squads of grunts and soldiers. If the player
manages to kill a commander, the commanders squad will break up and each individual
unit will carry out its own individual AI. The player would do well to personally assault
commander units as quickly as possible to minimize the enemys organizational ability.
See the appendix for health, speed, order-shouting range, and resource value of the
commanders.
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2.9 Scenarios
The game is divided into scenarios, which represent different challenges the player can
face. Each scenario is independent of the others. All scenarios assume the same basic
story of a space marine who must defend his helpless colonists. The following are factors
that can change between scenarios:
-Size of the map
-Initial base layout and position
-Initial funds
-Structures, weapons, and upgrades available to the player
-Time to survive
-Number, type, size, and location of enemy waves
-Which planet surface
Each planet will have two scenarios. See the appendix for details of each scenario.
The game will keep track of which scenarios a player has passed. It will save this
information in a file, so the scenarios will still be passed the next time the player plays
the game. This is simply for sense of accomplishment and does not unlock any special
features. When selecting a scenario from the menu, the word Passed! will be displayed
near passed missions (but you will still be able to select and play them if you wish).
The game will also keep track of the first time a player does key things such as opening
the build menu, placing each structure, and researching new weapons. For each of these
events, a helper message will be displayed describing relevant information for new
players.
Scenarios are specified in a scenario file format we will create. This will make it easy to
create new scenarios. More scenarios may be added as time allows.
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2.12 Sound
2.12.1 Samples
All samples used in game for playback should be sampled at one of the 3 common
recording frequencies, depending on their use:
Sample Rate (in Hz)
22500
44100
48000
Label
NA
Red Book
Pro Audio
Usage
Low fidelity samples
High fidelity samples
High fidelity samples
The use of stereo vs. mono samples is unimportant as 3D sound handles spatial
positioning.
2.12.2 3D
The games audio engine will fully utilize 3D sound. All sound events associated with
anything in 3-space (i.e. player, enemies, turrets, etc) will have an associated position and
optional velocity. Velocity will only be supplied on fast moving and predictable objects,
such as weapon projectiles, to produce a Doppler effect. To match the correct view of the
player, an orientation will be generated to match the cameras current view.
Any sound that needs to be played in 2D, such as events associated with menus or the
HUD, will not have the orientation transformation applied to them.
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editing from the game engine, allowing whoever is responsible for creating the games
audio to design and tweak events without interfering with the project source code.
Usage
SFX associated with the player and associated actions (i.e. weapon firing)
SFX associated with the enemies
Base structure SFX
Random environment SFX (i.e. wind)
Button clicking, etc
Covers all the music for the game
Damage
Die
Soldier
Walk (velocity)
Fire
Damage
Die
Commander
Walk (velocity)
Shout
Damage
Die
Wall
Damage
Die
Turret
Damage
Die
Weapon
Turret
MachineGun
Fire (level)
Impact (level)
Laser
Fire (level)
Impact (level)
Shell
Fire (level)
Travel, Doppler
Impact (level)
Slow
Fire (level)
Impact (level)
Blaster
Fire (level)
Impact (level)
GrenadeLauncher
Fire (level)
Travel, Doppler
Impact (level)
EmergencyTurret
Throw
Fire
Impact
Pheromone
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Throw
TargetingBeacon
Throw
Environment
Dirt
Release
Impact
Wind (height)
Creature (day, night)
GUI (all 2D)
Button
Press
Release
Music
Menu
Scenario
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Appendices
A Scenario List
Rock Planet 1: Aliens!
CONCEPT
This should be the first level the player tries. It gives an introduction to the three basic
alien types (no commanders). The player should have very little trouble defending.
TIME TO SURVIVE: 5:00
STARTING RESOURCES: 1000 cel
TECHS
Upgrade levels 3 and 4 disabled for walls and turrets. Field turrets, pheromones disabled.
Blaster researched.
MAP & BASE
Thin map running north and south. Base placed on south end. One wall on the north
side. One of each basic turret behind the wall.
ENEMIES
0:30 30 ants north
1:30 30 ants, 5 grunts north
2:30 30 ants, 5 grunts, 5 soldiers north
3:45 45 ants, 10 grunts, 10 soldiers north
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Aliens are strung along a corridor of turrets that whittle them down before they reach the
players base at the end of the map.
TIME TO SURVIVE: 8:00
STARTING RESOURCES: 2000 cel
TECHS
Blaster learned
MAP & BASE
Thin map running east and west. Base with hatch placed on west end. Five forward
bases placed along the map to the east. Player starts in east most base. Each base starts
with 4 disconnected walls and 2 laser turrets.
ENEMIES
0:15 50 ants east
1:00 50 ants, 5 grunts east
2:00 80 ants, 5 grunts east
3:00 80 ants, 15 grunts east
4:00 80 ants, 20 grunts, 2 soldiers east
5:00 80 ants, 20 grunts, 5 soldiers east
6:00 80 ants, 20 grunts, 10 soldiers, 1 commander
7:00 100 ants, 30 grunts, 20 soldiers, 3 commanders
Vegetation Planet 1: Were Surrounded!
CONCEPT
The easiest scenario involving enemies coming from all directions.
TIME TO SURVIVE: 5:00
STARTING RESOURCES: 2000 cel
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TECHS
Blaster Learned
MAP & BASE
Square map of moderate size. One base in the center. Two ranks of disconnected walls.
One machine gun and one laser turret at each of these 8 walls.
ENEMIES
0:15 10 ants each direction
1:00 30 ants, 5 grunts each direction
2:00 40 ants, 8 grunts each direction
3:00 80 ants, 20 grunts, 2 soldiers, 2 commanders random side
4:00 80 ants, 20 grunts, 2 soldiers each side
Vegetation Planet 2: Jungle Bunkers
CONCEPT
The player has two hatches to defend which are in two separate bases relatively close
together. Commanders become a problem.
TIME TO SURVIVE: 5:00
STARTING RESOURCES: 2000 cel
TECHS
Blaster Learned
MAP & BASE
Moderate sized square map. Two bases in the center, about 5 second jetpack apart. Each
base has 4 connected walls. Each wall has 3 machine gun turrets.
ENEMIES
0:15 80 ants, 4 grunts each direction
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ENEMIES
0:15 100 ants, 20 grunts, 20 soldiers, 5 commanders all directions
1:00 120 ants, 25 grunts, 25 soldiers, 3 commanders all directions
2:00 130 ants, 30 grunts, 30 soldiers, 5 commanders all directions
3:00 500 ants, 100 grunts, 100 soldiers, 10 commanders random direction
4:00 150 ants, 50 grunts, 50 soldiers, 10 commanders all directions
Lava Planet 2: Doomsday
CONCEPT
Lots of funds are given, but they are desperately needed because of the massive amount
of enemies to defend against. Short time between waves.
TIME TO SURVIVE: 5:00
STARTING RESOURCES: 10,000 cel
TECHS
Blaster, Grenade Launcher, Field Turrets level 2, Pheromones level 2 researched
MAP & BASE
Base is in the middle of a moderate sized map. Three ranks of disconnected walls. Each
wall has 2 of each turret type behind it, upgrade level 2.
ENEMIES
0:15 500 ants each direction
1:00 200 ants, 50 grunts, 50 soldiers, 5 commanders each direction
1:30 200 ants, 50 grunts, 50 soldiers, 5 commanders each direction
2:00 200 ants, 80 grunts, 80 soldiers, 8 commanders each direction
2:30 200 ants, 80 grunts, 80 soldiers, 8 commanders each direction
3:00 200 ants, 120 grunts, 120 soldiers, 10 commanders each direction
3:30 200 ants, 120 grunts, 120 soldiers, 10 commanders each direction
4:00 200 ants, 120 grunts, 120 soldiers, 10 commanders each direction
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B Game Data
The following lists all statistical data associated with every structure, unit and ability in
the game.
Notes:
All distance values are in terms of graphical units. As an example of scale, a structure
takes up a 10x10 amount of space.
Rate of fire is given in terms of how often the structure will shoot per second.
There are two ways that a structure can target something. It can either target something
singly (Single), or have an area of effect for a target (AoE). If a target is of type AoE,
then the number following AoE indicates the radius of the circle of effect.
The number given for resources is the resource count that will be spent to build the
structure or upgrade. All upgrades and structures are completed instantly.
Speed of enemy units is given as a velocity in terms of the games graphical units per
second.
Attack speed is in terms of number of attacks per second.
Attack power is the number of hit points subtracted from a unit when attacked.
Velocity is stated in terms of graphical units per second.
Capacity is the maximum number of that item that can be held or the maximum ammo
capacity.
Regen is how much of an item is regenerated or how much ammo is regenerated per
second.
Values under the heading resources indicate how many resources are needed to purchase
that thing.
Attack range is given in terms of graphical units.
DPS is short for "damage per second" and is calculated by multiplying attack power with
attack speed.
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ENEMIES
Name
HP
Atk Range
Move Speed
Atk Power
Atk Speed
DPS
Ant
0-5
10
Resource Dropped
5
Grunt
50
0-5
10
0.5
20
Soldier
40
30 - 50
0.8
5.6
20
Commander
100
0 - 30
N/A
N/A
N/A
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WEAPONS
Name
Resources
Atk Range
Atk Type
Velocity
Atk Power
Atk Speed
DPS
Capacity
Regen
Blaster (Rank 1)
100
0 - 150
Single
Instant
15
30
Blaster (Rank 2)
300
0 - 150
Single
Instant
28
40
Blaster (Rank 3)
600
0 - 150
Single
Instant
45
50
Launcher (Rank 1)
500
0 - 150
AoE: R5
50
10
0.3
N/A
0.1
Launcher (Rank 2)
750
0 - 150
AoE: R10
55
15
0.4
N/A
10
0.1
Launcher (Rank 3)
1000
0 - 150
AoE: R15
60
25
0.5
N/A
15
0.1
RPG (Ultimate)
1000
0 - 150
AoE: R15
65
25
N/A
0.1
DEPLOYABLE
Name
Resources
Life Time
Atk Type
Atk Power
Atk Speed
DPS
Capacity
Regen
Turret (Rank 1)
300
15
Single
10
40
30
Turret (Rank 2)
750
20
Single
15
75
25
250
60
AoE: R10
35
N/A
N/A
30
600
60
AoE: R15
50
N/A
N/A
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Beacon
N/A
N/A
N/A
N/A
N/A
N/A
30
Bug Bait
500
30
Special
N/A
N/A
N/A
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DPS
STRUCTURES
Name
Resources
HP
Atk Range
Atk Type
Atk Power
Atk Speed
250
200
0 - 30
Single
650
250
0 - 30
Single
1.2
7.2
850
300
0 - 30
Single
1.4
9.8
1500
500
Special
Special
Special
N/A
Laser (Rank 1)
250
200
0 - 50
Single
0.5
Laser (Rank 2)
650
250
0 - 50
Single
10
0.6
Laser (Rank 3)
850
300
0 - 50
Single
12
0.7
8.4
Laser (Rank 4)
1500
500
AoE: R25
Special
Special
N/A
Shell (Rank 1)
250
300
50 - 80
AoE: 5
10
0.2
Shell (Rank 2)
650
400
50 - 80
AoE: 10
15
0.2
Shell (Rank 3)
850
500
50 - 80
AoE: 15
20
0.2
Shell (Rank 4)
1500
650
Special
Special
Special
N/A
Slow (Rank 1)
250
300
0 - 40
Single
0.4
1.6
Slow (Rank 2)
650
400
0 - 40
Single
0.5
2.5
Slow (Rank 3)
850
500
0 - 40
Single
0.6
3.6
Slow (Rank 4)
1500
650
Special
Special
Special
N/A
Wall (Rank 1)
100
500
N/A
N/A
N/A
N/A
N/A
Wall (Rank 2)
200
750
N/A
N/A
N/A
N/A
N/A
Wall (Rank 3)
450
1000
N/A
N/A
N/A
N/A
N/A
Wall (Rank 4)
1000
1500
AoE: R40
N/A
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E Team Summary
Josh Bell
Producer
Responsibilities: Sound, Scripting, Interface, Menuing
Previous Games: Orblitz
Super Power: Works for Microsoft
Marital Status: Single
Ryan Thorlakson
Designer
Responsibilities: AI, Terrain, Input, Engine Components, Game Logic
Previous Games: Damage Control, Run Time Crash
Super Power: Runs a web based game
Marital Status: Single
Brenton Anderson
Technical Director
Responsibilities: Graphics, Application Code, System Framework, Game Logic
Previous Games: Atmosphere, Run Time Crash
Super Power: Orchestrated several live action video game parody films
Marital Status: Single
SIGN OFF
Josh Bell
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Ryan Thorlakson
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Brenton Anderson
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