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1 Design Document for Knightmare: Tales of the End
Harry Friend
Design Document
Knightmare: Tales of the End The tower defense game for young dark lords
“Not all tower defenses are for the sake of justice.”
Revision 1.0
February 7th 2013
2 Design Document for Knightmare: Tales of the End
Harry Friend
Table of Contents
Game Overview ............................................................................................................................................. 4
Frequency asked questions ....................................................................................................................... 4
Features ........................................................................................................................................................ 5
General Features ....................................................................................................................................... 5
Gameplay .................................................................................................................................................. 5
Towers ................................................................................................................................................... 5
Spells ..................................................................................................................................................... 6
Conditions ............................................................................................................................................. 7
The Game World ........................................................................................................................................... 9
World Overview ........................................................................................................................................ 9
The Physical World .................................................................................................................................... 9
Key Locations ........................................................................................................................................ 9
Scale .................................................................................................................................................... 10
Time .................................................................................................................................................... 10
Rendering .................................................................................................................................................... 11
Overview ................................................................................................................................................. 11
2D Rendering .......................................................................................................................................... 11
Camera ........................................................................................................................................................ 12
Overview ................................................................................................................................................. 12
Boss Camera Close-up ......................................................................................................................... 12
Game Engine ............................................................................................................................................... 13
Game Maker Overview ........................................................................................................................... 13
Game Maker Tile Sets ......................................................................................................................... 13
Collision Detection .............................................................................................................................. 13
Lighting ........................................................................................................................................................ 14
Lighting Overview ................................................................................................................................... 14
Map Lighting ....................................................................................................................................... 14
Condition Lighting ............................................................................................................................... 14
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World Layout ............................................................................................................................................... 15
Overview ................................................................................................................................................. 15
Castle Courtyard.................................................................................................................................. 15
Castle Chamber ................................................................................................................................... 15
Characters ................................................................................................................................................... 16
Overview ................................................................................................................................................. 16
Enemies ................................................................................................................................................... 16
Tower Appearance .................................................................................................................................. 16
User Interface ............................................................................................................................................. 18
Overview ................................................................................................................................................. 18
Tower/Spell Selection ............................................................................................................................. 18
Resource Count ....................................................................................................................................... 18
Sound Effects .............................................................................................................................................. 19
Overview ................................................................................................................................................. 19
Sound Design .......................................................................................................................................... 19
Single Player ................................................................................................................................................ 20
Overview ................................................................................................................................................. 20
Campaign ................................................................................................................................................ 20
Boss Rush ................................................................................................................................................ 20
Story ........................................................................................................................................................ 20
Gameplay Hours ...................................................................................................................................... 21
Victory Conditions ................................................................................................................................... 21
Brainstorm Appendix .................................................................................................................................. 22
Flowchart Appendix .................................................................................................................................... 23
Moodboard Appendix ................................................................................................................................. 24
Storyboard Appendix (1) ............................................................................................................................. 25
Storyboard Appendix (2) ............................................................................................................................. 26
Storyboard Appendix (3) ............................................................................................................................. 27
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Game Overview Frequency asked questions
1. Why should this game be created?
The game gives the player control of a dark lord where he destroys the invading armies of the human
king. This theme onto the popular tower defense genre gives some depth with the added fantasy story,
Therefore interesting players into playing through this short tale of what happened to Count Belham after
the original game.
2. What platform and Genre is the game?
The game platform is PC and the genre is Tower Defense.
3. What is the world the game takes place in?
The game takes place in the world of Melgaia 300 years after the defeat of Count Belham the Demon
Lord. The world has changed since Belham’s last appearance and the elementals of nature have destroyed
his land leaving it as a ruined castle.
4. What and who do I control? You control Count Belham and the multitude of powers he processes. While using the power of Fear by
constructing Fear Towers you are able to force the elementals to give you their destructive power, leading
to the destruction of the human armies with your power magic.
5. What is the focus of the game? The focus of the game is to destroy the human armies trying to prevent your revival while gaining power.
The main source of your power is fear, and with an army of humans arriving at your castle just waiting to
be harvested. Strike fear into the hearts of humans and gain the power to kill the king.
6. How many characters do I control?
You only control Count Belham and his multitude of towers. There are in total six turrets with two of
those being special turrets, although you can have many turrets out at once you are limited by your
elemental power meaning it varies per level and wave.
7. What’s Different?
The game setting is different in the fact that you get to play the villain in a story that already has a long
history. When playing as the Count you are able to kill the armies of the king and finally defeat the human
who dares defy you. It add a new way of functioning with the three different resources allowing different
ways of defense and offense, through destroying your enemies with Elemental powered towers and
towers built from the bones of fallen heroes.
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Features General Features
Play as the villain
In most tower defense games you are playing the innocent victims trying to survive waves of some sort of
enemy/disaster, though in this game that is not the case due to you being the demon lord. As you play the
game you destroy the armies of the king and get to the stage where you can finally fight the human king
and defeat him. This change in the roles in a tower defense is slightly different.
Boss Rush Mode
For those who are bored of the normal tower defense game we have a new mode to offer. The boss rush
mode allows the player to face waves after waves of boss unit characters. The player will start out with
more resources than normal and has to defend for as long as possible from the waves of bosses. It is a
challenging and rewarding game mode that shows a bit of back-story for the count which you wouldn't
normally see.
Back-story for Wave Bosses
When bosses arrive in the wave in the game a special text dialogue will appear. This dialogue between the
characters gives some insight into the current situation and story. These dialogues help develop character
for the count and the heroes arriving to kill him which gives more depth into the game as a tower
defense. This adds a bit of replay value due to different heroes and different stages in the game may give
different dialogues.
Gameplay
Towers The towers in the game will be based on elementals found in the fantasy world with two of the six types of towers
being special non-elemental based. The main forces of power in the game though are these elemental towers that
are used to kill the enemies that spawn.
Fire Elemental Tower
The Fire Elemental Tower uses the power of the fire elementals to create fire bolts that shoot at enemies
as they pass. The tower does high damage compared to the other three elemental towers due to the
nature of fire, although unfortunately the tower does not have a very long range which is the drawback to
its power. It can be built for 50 ‘elemental power’ meaning that it is fairly inexpensive for the power it
brings. It is best used at early waves due to the speed and health of higher wave enemies will overpower
the Fire Elemental Towers.
Earth Elemental Tower The Earth Elemental Tower uses the power of earth elementals to create earthquakes in the close vicinity.
These earthquakes cause nearby enemies to slowdown when walking over the area. This tower only costs
35 ‘elemental power’ meaning it is inexpensive to slowdown your enemies giving your other towers more
time to do damage. It is best used at early wave due to the speed of the enemies that spawn at higher
levels.
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Air Elemental Tower
The Air Elemental Tower uses the power of air elementals to create lightning bolts that jump to nearby
enemies when it hits. This tower is useful for waves with multiple enemies due to the low jumping
damage; although the damage is not as strong as the Fire Elemental Towers it is very useful for killing
multiple weaker enemies. The air tower has the longest range out of the elemental towers due to its low
damage. This tower only costs 65 ‘elemental power’ meaning it is a fairly expensive tower for the crowd
control it brings.
Water Elemental Tower
The Water Elemental Tower uses the power of water elementals to create ice bolts that are armour
piecing. These armour piecing shots are medium damage which means that this tower is second in terms
of damage. It is useful for killing armoured foes such as Elite Knights and Heroes. The tower has a medium
range and costs 70 ‘elemental power’ meaning it is an expensive tower for the armour penetration.
Demonic Plague Tower The Demonic Plague Tower uses the power of Plague demons to create Plague Darts that infect enemies
with the Demonic Plague aliment. This condition causes the enemies to lose health overtime for the
duration of the aliment. If an enemy infected with Demonic Plague dies it has a chance to spread to
nearby enemies. The Demonic Plague Tower costs 100 ‘Fear’ to build due to its utility and its usefulness in
boss waves.
Fear Tower
The Fear Tower uses the bones of fallen heroes to create Fear Aura that cause enemies to feel fear. This
condition causes a fear bar to appear along with 50 percent movement speed impairment, and when it
has maxed the enemy unit will run back towards the entrance. This tower also generates the resource
‘Fear’ when enemy units walk through its aura, which is used to build Demonic Plague Towers and cast
offensive spells. The game starts with one Fear Tower already spawned with a maximum of three towers
allowed.
Spells
Offensive Spells
Offensive Spells require the Fear resource to activate their abilities. The player gains this resource through
Fear towers. Once the player has enough Fear he/she is then able to access these offensive spells to
defend themselves by destroying their enemies directly. There is a total of five offensive spells based on
the elementals power and the demonic plague.
Firestorm Spell
The Firestorm Spell is an offensive spell which uses the power of the fire elemental. The spell
causes a firestorm to appear at the location chosen by the player. Then at the chosen location
the firestorm will damage enemies already at the location and/or walk into the location for an
amount of damage depending on time spent. The spell applies the burning condition for a period
of time that damages the enemy over time.
Lightning Spell
The Lightning Spell is an offensive spell which uses the power of the air elemental. The spell
causes a Lightning bolt to hit the target enemy and bounce between them. This can only damage
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an enemy once meaning if it has no enemies to bounce towards then the spell ends. The spell
has a chance to apply paralyzed condition which prevents the unit from moving for a short
amount of time.
Devastating Earthquake Spell
The Devastating Earthquake spell is an offensive spell which uses the power of the earth
elemental. The spell causes an earthquake to damage the enemies in the area selected which
causes the enemies in the location to be slowed. The earthquake spell lasts longer than other
offensive spells but provides no additional conditional effects.
Ice Storm Spell
The Ice Storm Spell is an offensive spell which uses the power of the water elemental. This spell
cause’s armour piecing damage over time in the location selected. The spell causes enemies to
be slowed and lasts for a few seconds. It is useful for a group of armoured foes. The spell has a
chance to apply frozen condition which prevents the unit from moving for a short time and
reduces damage from fire damage.
Demonic Pandemic Spell
The Demonic Pandemic Spell is an offensive spell which uses the power of the plague demon.
This spell causes a mass infection of the Demonic Plague. The area selected for the spell becomes
infected by the plague and infects all units that walk into that area. The area becomes infected
for a long period of time and works the same as the Demonic Plague Towers.
Defensive Spells
Defensive Spells require Magical Power and gives the player the ability to add temporary defensives using
magic. These spells are based on the Count’s power meaning they are mostly illusionary spells that trick
the enemy. These could include making the enemy believe a path is blocked or that they are under attack.
Illusionary Wall Spell
The illusionary Wall Spell is a defensive spell which creates an illusion to trick enemies. The spell
creates an illusionary wall which prevents enemies from being able to use a certain path. Those
under the effects of this spell will not be able to cross into the path selected for the spell effect.
The spell has a noticeable length and lasts for three waves.
Paranoia Spell
The Paranoia Spell is a defensive spell which causes enemy fear bars to fill. The area the spell is
cast in creates an aura which makes enemies have fear of their surroundings. This spell is useful
for slowing down enemies and making them run away giving you more time to defeat the enemy
units. The spell lasts for a noticeable length and lasts for two waves.
Conditions
Fear
The Fear condition is a mental condition that affects enemy units. This condition causes them to run from
battle towards the entrance once enough fear has affected them. The Fear condition is a useful tool in the
game because it generates the ‘Fear’ resource along with causing enemy units to run back towards the
entrance and any towers that are on the pathway back. The word ‘scared’ (Refer Appendix 2, pt 3) shows
under units which are running away to the entrance to make it stand out to the player.
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Demonic Plague
The Demonic Plague condition is a physical condition that affects enemy units. This condition causes them
to take damage over time. Those who are infected by the Demonic Plague are slowed while under the
condition. If they die while under the condition they have a chance to spread it to nearby units. Those
who are infected will be physically darkened by the condition to make it visually noticeable to the player.
Frozen The Frozen condition is a physical condition that affects enemy units and towers. This condition causes
enemy units to stop in place and be unable to move for a certain amount of time. It can also affect towers
when enemy mages cast at them causing them to be unable to shoot for a short period of time. The
condition does give higher resistance to fire damage while under its effects and prevents being put under
the burning condition. Unit/towers under the affects of this condition appear blue to make it visually
stand out to the player.
Paralyzed The Paralyzed condition is a physical condition that affects enemy units. This condition causes enemy
units to stop in place for a certain amount of time. The condition does not give them any increased
resistances and is caused by the offensive spell ‘Lightning’ only. Those who are under the effects of the
paralyzed condition look slightly yellow so it stands out visually to the player.
Burning The Burning condition is a physical condition that affects enemy units. This condition causes enemy units
to take damage over time negating any armour they may have. Those who are under the affect of the
Burning condition have a higher resistance to Ice attacks. The units who have this condition appear red so
it stands out visually to the player.
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The Game World World Overview Melgaia is a world that divided up into different continents which all have traits of a certain element. The game
Knightmare: Tales of The End takes place on the island of Aval which is a single island hidden by ash off the coast of
Mainland.
The Physical World
Key Locations
City of Velia
The mainland capital is the City of Velia where the King Segrim VII rules over the land and controls his
armies and the local taxes. The mainland does have a few other cities and villages belonging to other
kingdoms but they are on the outskirts of the mainland.
The Island of Aval Aval is an island that is strongly aligned with the fire element due to the active volcano on the island. The
island is mostly hardening molten rock which has taken over the natural forests leaving only dead trees
and rubble. There is only one building to be seen on the Island of Aval which is the castle of Count Belham
the Demon Lord. The sight of the island shows that parts of the molten rock has not cooled and glows an
eerie red.
Count Belham's Castle
The castle looks old and unused due to the broken outer walls, rotting gate and dusty interior. When
walking through the dusty corridors you can see the old broken pathways inside the large maze of rooms.
It is very easy to get lost inside Count Belham’s Castle due to this unnatural maze that has formed inside
the castle.
Castle Courtyard In the courtyard the perished plants have been covered up by broken tiles and an old dirt
pathway cuts through in a maze like fashion. This darkened dirt was mostly made up from ash
from the nearby volcano. The only way to the main chamber of the castle is to cross this
courtyard which the Count has towers that stick from the ground unnaturally. These towers have
looks to show what type of ammunition they use from elemental to demonic. Then the courtyard
has towers of bones break apart from the supports to strike fear into cowardly heroes.
Castle Main Chamber
The main chamber has an old stone floor that a few hundred years ago would have looked like
that of the king’s palace. It was an ash coloured marble flooring which unfortunately has dulled
and cracked over the years. There is a pathway from the main doorway that leads to the
throne. These pathways are old cracked marble of a lighter ash colour. Some of the towers
have burst from the ground in this large chamber to protect the now weak lord.
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Scale
The maps used for the game which are Castle Courtyard and Castle Main Chamber will be shown in aerial view
meaning the scale will be small. An enemy unit will be either slightly shorter than a map block or slightly higher
depending on the unit, and towers being around the same height as boss units. This is to give the user the feeling
that it’s aerial perspective.
Time The time in the game will be represented by a wave timer that will count down to the next wave of enemies. Each
wave lasts a short amount of time and then gives the player a small break period to place towers in preparation for
the next wave of enemies. The timer counts down in minutes then seconds.
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Rendering Overview The game will open a tile set which has the tiles for the map all located on it. When the game has loaded the tile
set and stored it in the memory the map will build itself from the tile set. The tile set is kept in memory to allow a
quick transition to the next area once the first one is completed.
The enemy units and towers will be stored in a similar way with them being kept in memory for when needed. This
helps prevent loading and lag due to the graphical information already being loaded. The game can then read off
these sets and get the correct coding for the enemy/tower when placed onto the map by the game/player.
2D Rendering The rendering engine will be handled by Game Maker which will hold the tile sets and render the map using them.
There is not much to say about the process since it is simple and Game Maker can handle it correctly.
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Camera Overview The camera perspective is an overhead/aerial view of the map and the towers/enemy units. The Camera will be
locked in place as it will cover the whole map in its position. Since the player cannot move the camera from its
position it means they can focus more on the waves and the enemy unit types, although when a boss appears on
the map (except in boss rush mode) the camera will zoom in on the entrance the boss entered through.
Boss Camera Close-up
The boss camera close-up is a visual way of showing the player in case they unnoticed the boss and his
entrance speech. It makes the camera zoom up to the boss for a short amount of time, and gives the
player an idea of which path the boss will take.
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Game Engine Game Maker Overview The game is being created in the Game Maker engine which is a useful and easy engine to build up a 2D game. The
game will be built using Game Maker due to its low system requires and the multiple choices in packages of the
software. The engine uses its own language which has been built up from different languages like C++, Java and
makes use of object-oriented programming.
Game Maker Tile Sets
The engine will be able to store and load my tile sets when needed for the game. This is useful when
building the maps in the engine and when it renders them for the player. The game will store these tile
sets away and using Game Makers abilities, it will be able to easily map from the tile set by correctly
labeling the areas for each type of tile. This is a useful feature of Game Maker and makes building the map
an easy task.
Collision Detection
The game will be making use of Game Makers GML (Game Maker Language) to define the collision
detection for the game. I will use collision checking code like instance_place for a fast reliable check to
see if tower shots collide with the unit. This will also be used to ensure that units don't collide with each
other and make the game look less chaotic during waves.
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Lighting Lighting Overview The game will use a dark eerie light effect to make the castle seem old and abandoned. This lighting will make the
game seem like there are not many light sources adding to the whole immersion into the game. There will be a
very slight red tint to the lighting due to the islands nature and the eerie candles inside the castle. There will be
some different coloured lights for some affects but nothing that will overshadow the main lighting.
Map Lighting
The map will contain candles in certain areas which will give a small light source off. These areas will be
brighter and more noticeable to the player at first. These will be created using events through Game
Maker, the event will set the radius and intensity of the light. There will be some draw events which will
set the alpha and range for the lighting with blending options for the different methods of lighting needed
within the map. Condition Lighting will be done the same way but will be called only when under a
condition; this will not be re-mentioned below instead it will just contain the details about how lighting
affects conditions.
Condition Lighting
As mentioned above condition lighting will use a similar technique as map lighting. Condition lighting is
where a unit/tower will shine a very dim coloured light when under the affect of a condition. This can
range from Red, Yellow, Blue and Dark grey. These are used as visual representations to the player and
help them understand the current situation inside the game. They will not be that strong so they won't
overpower the light effects from the map.
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World Layout Overview The world shown in game is the two locations Castle Courtyard and Castle Chamber. They will have their distinctive
features mentioned in The Physical World section of this document (Please refer back if needed). The pathing in
the game will be done in a similar manner in both maps. They will allow for two entrances and one exit. (For an
example on the paths please refer to Appendix 3 for a storyboard example) These paths will break apart and fuse
together at certain parts allowing units to change which route they will take. This prevents predictability in unit
movement.
Castle Courtyard
In the Castle Courtyard there are two entrances from the side of the map, and a single exit at the bottom
of the map. The pathway breaks apart into a square shape due to the nature of the courtyards original
purpose. There will be old trees prevent tower placement along some of the pathways with a gate
prevent tower being placed next to an exit. (Refer to Appendix 3 for some examples of the path)
Castle Chamber
The Castle Chamber follows a similar layout to the Castle Courtyard with some noticeable
differences which can be shown through more splits in the pathway. The paths all connect into one
pathway which leads towards the throne but until that point all the pathways are split into three different
directions. This creates a challenge due to the spreading out of resources and tower placement on the
map. There are old pillars and furniture to block tower placement.
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Characters Overview The characters in Knightmare: Tales of The End include the towers, main character, boss characters and enemy
units. These all have their own unique features which make them stand apart from each other. This could be
graphically different or just different sides of the battle. The game will try its best to give depth to all characters
even the minor ones.
Enemies
Knights
Knight enemies are simple normal knights dispatched by the king (please refer to Appendix 2 for king
description). They wear basic heavy armour and carry large spears. Their helmets cover their entire head
and have small holes in the front to provide sight for the knight. The helmet also has a small feather at
the back to provide the colours of the king along with the king’s crest on the chest piece. As no face is
shown they look the same as each other as they represent the small attacking force of the king's army.
Scholars
Scholars’ enemies are well educated mages dispatched by the king. They wear robes and carry staffs.
Their robes are long in length and have small details around the base of the robe. The robes are not too
detailed due to their use in battle. The staff they carry is a basic wooden stick that has been carved and
enchanted with magic. Since the uniform is supplied by the king and the large scholar hat prevents the
face from being seen, scholars are hard to tell apart like knights.
Heroes
Hero enemies are well trained or experienced adventures dispatched by the king. They wear elaborate
armour that shows their status. The helmets cover their face but look more detailed and personal
compared to knight helmets. The hero carries a sword due to better mobility and move faster in heavy
armour than normal knights. They are hard to tell apart when multiple heroes are around but can be told
apart easily when placed in a unit of knights.
Bosses
Boss enemies are trusted vassals dispatched by the king. They wear extremely elaborate armour and carry
a weapon of choice depending on the boss. These weapons vary between spears, long swords, twin-
swords and great swords. These weapons are more elaborate than normal soldiers or heroes. Bosses
keep their face covered but their armour varies depending on the vassal including the colour of the
armour.
Tower Appearance Elemental Towers do not look too different from each other due to the towers being built in a conservative way by
Count Belham. The towers do have an outside effect based on the elemental inside but the structure and base
tower they are housed in are the same. The descriptions below will just sum up the differences between the
elemental and demonic towers. Fear towers have different design.
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Fire Elemental Tower
Fire Elemental Tower exterior have the effect of harden rock which is similar to the molten rock outside
the castle gate. The tower shows a slight red tint similar to that of a volcano due to the elemental housed
inside the tower.
Air Elemental Tower Air Elemental Tower exterior have the effect of floating rocks due to the nature of air and its ability to
make objects fly. The tower shows a slight yellow tint similar to that of a lightning due to the elemental
housed inside the tower. The rocks unfortunately are static and do not move around the tower.
Earth Elemental Tower Earth Elemental Tower exterior have the effect of sandstone which is similar to deserts of where the
elemental was stolen from. The tower shows a slight brown tint similar to that of a mountain due to the
elemental housed inside the tower.
Water Elemental Tower
Water Elemental Tower exterior have the effect of water which is similar to the sea near the castle. The
tower shows a slight blue tint similar to that of a sea due to the elemental housed inside the tower.
Unfortunately the sprite will not be showing flowing water
Demonic Plague Tower
Demonic Plague Tower exterior have the effect of smooth stone which is similar to stone used in the
castles creation. The tower shows a slight black aura similar to that of a demon due to the Plague demon
being host inside the tower. The Aura won't be that large because it would be overpowering.
Fear Tower
The Fear Tower has some human bones in the production of itself. The tower bursts out the ground in a
dark gray rock that three purple crystals extend from. In between these crystals can be seen the skulls of
fallen heroes. The tower gives off a feint purple aura as the crystals emit light as they collect fear.
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User Interface Overview The user interface is a basic interface to the right of the screen. The interface contains a section for selecting the
towers and further down selection for spells. The interface has a scroll bar in the selection area of the interface so
that easily finding the correct tower/spell. The interface also contains a timer and resource count.
Tower/Spell Selection The tower/spell selection part of the interface is in the middle section. It is blocked off by the change of colours to
ensure that the user understands that. The boxes the images that represent the object are rounded and given a
modern clean feel to their design. There is a small scroll to the right so it is easy to scroll if needed through the list.
(Refer to appendix 3)
Resource Count The interface keeps track of the different resources that the player will need to be able to successfully complete
their tasks and place towers. There are three different resources to track which are Elemental Power, Magical
Power and Fear. The game puts the number into a numerical value meaning it is easy to read the current value of
the resource.
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Sound Effects Overview The game will not have a large range of sound effects. The game will support a few number of sound effects to try
and keep the immersion of the game. These sound effects will range from attack sounds, death sounds and wave
start sound. These will be basic sounds that are easily identifiable and will not confuse the player to the meaning of
the sound. In the menu there will be some simple noticeable sound effects.
Sound Design I have been considering for the game that a basic sound that would play in the background of the game, which will
ensure that there is not any silence between the other sound effects in the game. This is considering that we are
allowed to gain access to the correct software for this type of design process. The sound would be designed to
loop for a period of time with a remixed version of boss rush mode.
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Single Player Overview The single player experience in Knightmare: Tales of The End is an experience that will lead to many gaming
sessions and experiences as you try to uncover the story of Count Belham and his desire to defeat the human king.
This story will be shown in an epic tower defense as you defeat and annihilate your enemies.
Campaign The single player campaign is the main story of Count Belham versus the human king’s armies. The player will need
to complete waves in the first map Castle Courtyard till he defeats all the bosses for that map. Once this step has
been completed they may move onto the Castle Chamber where they must defend an even more split and
complex room and wait for the king to reveal himself and the final wave begins. The campaign mode contains
dialogue between the main character and enemies which give a story along with this different tower defense title.
Boss Rush Boss Rush is a single player mode where the player can face against wave after wave of bosses. The game will start
out with the player receiving more resources than normal to build up a small wave of towers for the first wave.
Once the game reaches into the later stages the resources begin to dry out as the player has to defend against ever
increasing amount of enemies. This game mode adds some replay value with the challenge and reward aspects
due to special dialogue between the main character and some of the bosses, along with the challenge of surviving
for a long period of time.
Story It has been three hundred years since the demon lord Count Belham was last seen among the living. This all
changed when his castle on the Island of Aval suddenly reappeared after a long period of time. The human king of
the city of Velia was notified of the return of the Demon Lord. Unfortunately for the humans the hero who
defeated him three hundred years ago disappeared along with his descendents leaving the kingdom without a
choice. The king ordered his army to match towards Aval and dispatch the currently weakened Demon Lord.
Count Belham has just woken in his castle. He wakes to find his castle in ruins and his servants all gone. The Count
barely strong enough to fully move himself towards the main chamber of the castle calls the spirits who he secured
contracts with before his defeat. These contracts forced the elementals of nature to his will, unfortunately the
elementals are resisting due to his weakened appearance. The elemental of water tells the count about the
multiple human ships moving towards his island. The count outrage by the sudden invasion of humans used the
last of his power to build a tower out of the bones of fallen heroes.
The only plan Count Belham had for this invasion been to hope that the knights fear his presence. As fear is his
power and despair is food. The plan was set into motion as the first group of knights entered his castle's courtyard.
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Gameplay Hours If I include the replay value of the game I believe based on the overall design and concept the game will have
about one to two hour of gameplay for the campaign mode, and for the boss rush mode it is impossible to judge
due to the nature of that game mode. I feel this is quite large amount of gameplay for a tower defense game and I
feel it can achieve this with the different stories and events in the dialogue that can appear depending on which
boss spawns and if the player defeats the king or not.
Victory Conditions In campaign mode the player can only achieve victory if he defeats the human king in the final wave in the Castle
Chamber map. This is an easy victory condition for the game. For a general wave the victory condition is to kill
every enemy unit before it reaches the main chamber/throne. To move onto the Main Chamber map for the game
the player must defeat ten waves of enemies on the castle courtyard map.
In boss rush the player cannot achieve victory because the game mode lasts for as long as the player can survive
each wave, although the victory condition for the waves is to defeat each boss.
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Brainstorm Appendix
This is brainstorm for Knightmare: Tales of the End. It contains the ideas in basic form.
This is brainstorm for Knightmare: Tales of a Fallen Knight. It contains the ideas in basic form.
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Flowchart Appendix
This is flowchart for Knightmare: Tales of the End. It
contains basic structure of the game.
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Moodboard Appendix
This is moodboard for Knightmare: Tales of the End. It contains colours, visual styles and other images that took
my interest towards the theme of the game.
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Storyboard Appendix (1)
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Storyboard Appendix (2)
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Storyboard Appendix (3)