# Squadron TD Clone — Game Design Document ## Overview A 1–8 player cooperative/competitive tower defense game inspired by Squadron Tower Defense (SC2 Arcade). Players choose a **builder race**, place towers that transform into fighters during combat, manage a worker economy, and optionally send bonus enemies at opponents. Survive 31 waves to win. --- ## Core Loop ``` Pick builder race → Place towers → Wave combat → Collect income → Send enemies → Repeat ``` Each round: 1. **Build phase** — players spend minerals to place/upgrade towers. 2. **Combat phase** — towers transform into fighter units and engage the wave automatically. 3. **Income phase** — mineral income is paid out based on cumulative sends and upgrades. --- ## Player Count & Teams - **Solo (1):** one lane, self-sends only. - **Co-op (2–4):** shared team security system, each player holds their own lane. - **PvP (4v4):** two teams; players send enemies across to opponents. --- ## Lanes & Security System - Each player defends a **lane** of creep pathing. - All lanes converge on the **Security System** (shared HP pool per team). - If the Security System reaches 0 HP, the team loses. --- ## Builder Races Each race has a unique tower roster, stats profile, and upgrade tree. All races are balanced around different timing windows. | Race | Profile | Strengths | |---|---|---| | Ghost | High damage, low HP (glass cannon) | Early & late game | | Fortress | Low damage, high HP + buffs/debuffs | Early & mid game | | Phantom | Evasive, mixed melee/ranged | Mid & late game | | Ancient | Slow, extremely high damage AoE | Late game | Each race has roughly **8–12 towers** in a **tier tree**: - Tier 1: base units (cheap, unlocked immediately) - Tier 2: upgrades from Tier 1 (requires minerals + sometimes gas) - Tier 3: capstone units (high cost, powerful) Upgrading a tower **in place** morphs the sprite and updates stats. --- ## Towers / Fighters Towers placed during build phase transform into **fighter units** during combat. Fighters are fully AI-controlled. ### Tower Data Fields | Field | Type | Notes | |---|---|---| | id | String | Unique identifier | | race | String | Builder race | | tier | Int | 1–3 | | cost_minerals | Int | Build cost | | cost_gas | Int | Upgrade cost (0 for tier 1) | | hp | Int | Fighter HP | | armor_type | Enum | Light / Medium / Heavy / Unarmored | | attack_type | Enum | Normal / Explosive / Concussive / Chaos | | damage | Int | Base damage per hit | | attack_speed | Float | Attacks per second | | range | Float | Attack range in tiles | | move_speed | Float | Fighter move speed | | upgrades_to | String? | Next tier tower ID | | strong_vs_waves | [Int] | Wave numbers this unit excels at | ### Armor/Attack Type Matrix (damage multipliers) | | Normal | Explosive | Concussive | Chaos | |---|---|---|---|---| | Light | 100% | 75% | 150% | 100% | | Medium | 100% | 100% | 75% | 100% | | Heavy | 100% | 150% | 50% | 100% | | Unarmored | 100% | 75% | 100% | 100% | --- ## Economy ### Minerals - Passive income per round (base ~50, slight scaling). - Bonus income earned cumulatively by **sending** units or upgrading the Security System. - Spent on: building/upgrading towers. ### Gas - Generated by **worker units** each round. - Spent on: sends, Security System upgrades, supply cap raises. ### Workers - Each player starts with a few workers. - Build more workers early — aim for ~20 by wave 25. - Workers cost minerals; balance worker vs. tower investment. ### Sends - Spend gas to send bonus creeps into an opponent's lane (or self in solo). - Each send type adds a permanent per-round income bonus. - Send income is cumulative — early sending snowballs economy. --- ## Waves 31 total waves. Each wave definition: | Field | Notes | |---|---| | wave_number | 1–31 | | creep_type | Enum: Light, Armored, Mixed, Boss | | creep_armor | Armor type | | creep_count | Number of units | | creep_hp | Base HP | | creep_speed | Move speed | | bounty | Minerals per kill | - Waves 1–10: economy building phase, lighter creeps. - Waves 11–20: increasing pressure. - Waves 21–30: heavy creeps, economy should be near max. - Wave 31: boss/final wave. --- ## Security System - Shared team HP pool (e.g. 20 HP per player slot). - Creeps reaching the exit drain 1–5 HP depending on type. - Can be upgraded for gas (increases max HP and/or armor). --- ## Victory / Defeat - **Win:** Survive all 31 waves with Security System HP > 0. - **Lose:** Security System reaches 0 HP. - Scored by: waves survived, sends sent, Security System HP remaining. --- ## Stretch Features (post-MVP) - Chaos Mode (random race each round) - Spectator mode - Replay system - Persistent leaderboard