Game Design Document - AleixBV/StarCraft GitHub Wiki
Game Design Document
Index
- Intro
- Overview
- Objectives
- Game Pillars
- Narrative Structure
- Game Phases
6.1. First phase
6.2. Second phase
6.3. Third phase - Units
7.1. Terran
7.2. Zerg - Buildings
- Map
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Intro
The end of times. The human race is beeing threatened by the zerg and the only hope is a group of marines that will give their life for a bomb.
A bomb that is going to burn the zerg down when explodes.
Are u going to help this marines? We need you!
StarCraft: Last Hope
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Overview
In this game you will be a general, the only one that can organize a group of space marines to just save the whole world.
To do this, you'll have some hard workers that will build all the defence buildings that you'd imagine. And maybe, if you ask for it, they can shoot some zerg from the command center.
You'll need as much strategy as possible to fight all the waves of zerg that will attack your command center with no rest. There will be zerlings, bigger zerlings and the bigest zerling you can imagine.
There are two races, and only one will be alive at the end of this game. The reason? The bomb. You (if you are human) need to find this bomb and make it explode, with the help of a super famous heroe, Jim Raynor
Do you have the strategy? Do you know how are you going to build your base?
Then let's kill some zerg!!
Anytime you're ready - Jim Raynor
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Objectives
The main objective of this survival, is to survive. With all the help and strategy that you'll have, you need to fight all the zerg waves, and try to stay alive. Every marine down, and every defence building destroyed will lead you to the defeat, so be wise, and think that you are fighting to zerg, they are very smart, quick and very dangerous. But you have lots of bullets.
You can be surviving forever, but i guess you dont want to, right? If you have read the overview, you might find some information about a bomb, a bomb to burn the zerg down. Yes, it exists. And this bomb will be your next objective. You will need Raynor, the only one that knows the code to make it explode.
Once you will find the bomb, you'll need to carry it to the command center and survive a limited time.
Remember that if Jim Raynor dies, you wont be able to find that bomb and make it explode, and the human race will be exterminated forever.
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Game pilars
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Badass Hero
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Wave Survival
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Resources Management
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Narrative Structure
*Finally,ghost could not appear into the game cause of time reasons.
Most think that in 2491, Korhal IV was reduced to ashes because of their rebellion against the Confederacy.
Most think that in 2489, Jim Raynors established himself in New Sydney for 5 years.
Most think that Achton Feld was the colonel that leaded the rebellious army of Korhal.
But none know that all this stories are fake.
In the year 2491, Korhal was infested by an enormous army of Zergs, the last base standing had Achton Feld as his general commander. With his tenacity, he was able to kept those infamous creatures under control. But in the end he was greatly outnumbered. His last resort was to ask for help. He asked the Confederacy for a huge army to battle the invasion, but them, fearing a commotion throughout the entire universe, came up with a plan way more efficient and obscure. They settled it all and send to Khoral IV a single man, a hero, who knew all the truth of their plans.
This man was none other than Jim Raynor. He was sent with a specific mission, one that should not be notificated to anyone, and another that should be explained to everyone left on the base when he arrived at Khoral. Jim had a companion in his journey to Korhal, an elite especially chosen by the higher-ups of the Confederacy. And this elite soldier was none other than a ghost, especially trained to infiltrate enemy bases with his unique ability: becoming invisible.
Due to the interferences caused by the Zergs, Raynor and his comrade split up when the airship left them on the planet, resulting in the ghost ending a bit far away from the base. Raynor is not worried, though, the ghost can handle things on his own. He will catch up to him in no time.
When Raynor arrives at the base, everyone is so excited. They thought they were going to die in Korhal but with this well-known hero helping them out, their moral is so high. Raynor gathers all the remaining marines and tells them the plan, why he was sent to the planet: a special designed spaceship is approaching Korhal with a brand new designed bomb, an anti-zerg bomb. This explosive is going to wipe out the entire surface of the planet, exterminating all zerg life on it. He is the only one who knows the activation codes so his presence on Korhal is extremely important. If by any means Raynor dies, the plan is over and they will be annihilated, resulting in the Earth being the next one to fall under zerg dominion.
“Here takes place the major part of the gameplay. The zergs start attacking the base, alerted by the spaceship that is approaching the surface. After some waves cleared, the ghost is going to arrive and will notificate Raynor that the bomb is going to land soon. This means that after the next wave the bomb is going to appear on the map. The ghost has to find it and then Raynor has to move where the bomb is to activate it. Zerg waves intensifies in number trying to stop the bomb”
Sorry guys, we’re not going home today
There is no option left, they said.
We can’t trust anyone other than you, they said.
You can do it Raynor, they said.
Yes, i can betray my fellow comrades. I can fill their hearts with hope and then savagely rip it up. Yeah i had to do it, hadn’t I? But then, why am I the only one who survived?
Miraculously, Raynor survived the nuclear bomb. Maybe it was his newly designed armour, or maybe it was just his condition of hero. No one will ever know. But Raynor will have to bear in his soul all the hope and dreams he ripped of from all those young marines who trusted him.
In the end, there was no magical weapon that would instantly kill all zergs. It was just an ordinary Apocalypse-class nuclear bomb. This was the secret mission Raynor had been entrusted with: lie to everyone so they will happily help you kill all living things on Khoral.
And all this matter was just classified as “eliminating some perilous terrorists”.
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Game phases
Our game features some mechanics from survival games, tower defense and capture the flag. The gameplay is divided into hree phases. The first one includes the tower defense mechanisms. The second one includes the capture the flag mechanisms. The third one includes the defense of point.
#####First phase
The player has to survive upcoming waves of zergs (enemies) that will try to destroy his base. To do so he will have at his disposal a variety of terran units and buildings. One of this buildings will enhance troops skills, such as defense, attack or speed. Additionaly, there's a hero, Jim Raynor, a stronger unit that will have to be under protection. Raynor is a really strong unit.
The player will have time between waves to prepare his defenses. During this time, building and generating units takes no time. During the waves each building and unit will have his usual generation time.
Phase info:
- Total waves: 8
- Time between waves: 5s
- Wave 1: 5 Zergling, 0 Hydralisk, 0 Mutalisk, 0 Ultralisk
- Wave 2: 5 Zergling, 1 Hydralisk, 0 Mutalisk, 0 Ultralisk
- Wave 3: 5 Zergling, 0 Hydralisk, 1 Mutalisk, 0 Ultralisk
- Wave 4: 5 Zergling, 1 Hydralisk, 1 Mutalisk, 0 Ultralisk
- Wave 5: 5 Zergling, 2 Hydralisk, 2 Mutalisk, 0 Ultralisk
- Wave 6: 8 Zergling, 2 Hydralisk, 3 Mutalisk, 0 Ultralisk
- Wave 7: 10 Zergling, 4 Hydralisk, 4 Mutalisk, 0 Ultralisk
- Wave 8: 20 Zergling, 4 Hydralisk, 5 Mutalisk, 0 Ultralisk
This waves comes from one unique side (Random).
Killing rewards:
- Zergling Mineral = 50
- Zergling Gas = 10
- Hydralisk Mineral = 75
- Hydralisk Gas = 25
- Ultralisk Mineral = 200
- Ultralisk Gas = 200
- Mutalisk Mineral = 100
- Mutalisk Gas = 50
#####Second phase
The anti-zerg bomb lands on a mysterious spot, out of four possible locations. Then you will have to find the bomb. When you does so, the game advances to the climax. Jim has to be moved to the bomb site (he is the only one who can activate the bomb) and then carry it to the command center.
During this phase waves of zergs will be spawned.
Phase info:
- Total waves: Undefined
- Time between waves: 20s
- Wave : +2 Zergling each wave, +1 Hydralisk each 2 waves, +1 Mutalisk each 3 waves, +1 Ultralisk each 4 waves
This waves comes from one unique side (Random).
Killing rewards:
- Zergling Mineral = 25
- Zergling Gas = 5
- Hydralisk Mineral = 30
- Hydralisk Gas = 10
- Ultralisk Mineral = 100
- Ultralisk Gas = 100
- Mutalisk Mineral = 50
- Mutalisk Gas = 20
#####Third phase
The game ends on victory if the player is able to succesfully activate the bomb. Once it is activated on command center starts a timer and waves of Zerg will be incoming. You'll have to survive to be victory. If the player is wiped out by the zergs the game ends on defeat.
- Total waves: Undefined
- Time between waves: 15s
This waves comes from all sides!!!
Killing rewards:
- Zergling Mineral = 25
- Zergling Gas = 5
- Hydralisk Mineral = 30
- Hydralisk Gas = 10
- Ultralisk Mineral = 100
- Ultralisk Gas = 100
- Mutalisk Mineral = 50
- Mutalisk Gas = 20
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Units
Introduction: #####Terran #####Ground Units: ######Marines The marine is the most versatile tier 1 unit in the game. Compared to the zealot and the zergling, the marine is medium cost, it is the only one with a ranged attack, and can even hit both ground and air units. They do normal damage, making them useful against all types of armor, and are even more effective in large numbers.
Properties:
######Firebat Firebats are "armored assault troopers" and are often attached to provide support for marine squads.They are typically armed with dual arm-mounted flame throwers and wear heat-resistant fireproof armor similar to those used by marines, although heavier.
The firebat's attack is optimized against groups of small-sized units, as it deals concussive splash damage. Also, they are most useful in the early game, as all of the base units for the three races are small. Supported by medics, firebats can stand up to zealots despite the large difference in health between them.
Properties:
######Medic Marines and firebats may make more liberal use of stimpacks when supported by medics; the increased firepower may be sustained so long as the medics have energy remaining to heal.
Properties:
######Tank In tank mode the siege tank is decent against large ground units and in groups, certainly capable of dealing with medium and small units with ease. Arguably, it's still not as efficient as a group of marines, especially if a force is being moved by dropship (which can carry 2 tanks or 8 marines).
The siege tank is most useful in siege mode, fusing a powerful attack with the longest range of any ground unit in the game. In addition to supporting bunkers and defenses, two or more groups of tanks may advance using bounding overwatch; a group in siege mode covers the other group in tank-mode as they move forward to establish another fire base, from which the second group covers the advance of the first. The tank's siege mode range is greater than its sight range; supporting a tank with spotters is useful.
Properties:
#####Zerg #####Ground Units: ######Zerling The zergling is the least durable basic troop unit. This is offset by inexpensive production, and high movement and attack rate. The zergling is useful throughout the game; it may be used for early game rushes, then as support for more powerful units in the late game (eg. ultraling).
Zerglings should be used in swarms. This is especially important as the game progresses and attacks and abilities inflicting splash or AoE damage become more common. Surround and attack individual enemy units with multiple zerglings at once for quick kills.
Properties:
######Hydralisk Hydralisks have a single ranged attack, unlike in the cinematic where they may melee attack. They are the only zerg ground unit able to hit air targets, making them one of the most important zerg units in the whole game. Hydralisk dens are required to spawn them from larvae.
Hydralisks are cheap enough to be mass produced in a short period of time. Although hydralisks can deal huge damage in large groups, there are numerous counters; terrans benefit from large numbers of siege tanks, and marines paired with medics.
Properties:
######Ultralisk The ultralisk's attack is hardly impressive for its cost and high tier. Its main advantage is durability, staying power and fear. The ultralisk may lead an attack and draw the first volleys of defensive fire allowing more of the lesser zerg units to survive and close to attack. Its relatively slow speed requires some planning to get it to the front rank before the attack. Ultralisk is large footprint may hinder it and its allies at choke points in addition to making it difficult to re-position once caught in a melee.
Properties:
#####Air Units: ######Mutalisk The mutalisk's attack strikes three targets in succession, dealing 9 damage to the first, 3 to the second, and 1 to the last. Unlike many other air units, the mutalisk is small with light-type armor, making it more resistant to explosive damage, a common damage type found on anti-air units like dragoons and goliath. The mutalisk deals normal damage and is only affected by the armor of the target. Compared to the Wraith and scout, the mutalisk's attack is weaker and more easily affected by armor.
Large groups of mutalisks tend to clump together making them ideal targets for attacks or abilities dealing area of effect or splash damage. Mutalisks are fast, but accelerate slowly making it harder to escape.
Properties:
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Buildings
Command Center
The command center is the most durable base building without upgrading. Like all other terran buildings, the terran command center will literally burn to the ground when lower than about 35% HP. A command center can build a ComSat station. It can only use one at a time but can switch back and forth between them.
About
Structure | |
---|---|
Race | Terran |
Role | Foundation Building |
Production | |
---|---|
It won't be able to build |
Protection | |
---|---|
Hit points | 1500 |
Armor | 1 |
Barracks
The barracks is one of the most essential buildings, producing 'first-tier' units. Without other buildings, the barracks can only produce marines for 50 minerals apiece. With the academy building, the firebat can be produced for 50 minerals and 25 gas. With an academy and a science facility building with an attached covert ops add-on, the ghost can be trained for 25 minerals and 75 gas. Also in our game mod the medic is produced here at the same cost for a firebat, and same requirements (barracks and academy). The barracks itself requires 150 minerals to be built.
About
Structure | |
---|---|
Race | Terran |
Role | Infantry production |
Production | |
---|---|
Minerals | 150 ![]() |
Building time | 0 ![]() |
Produced from | Command center |
Protection | |
---|---|
Hit points | 1000 |
Armor | 1 |
Function | |
---|---|
Produces | * Marine * Firebat * Medic |
Abilities
Actually this building have not any abilitie.
Bunker
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The bunker may garrison any four terran infantry units. While inside units may not be harmed by enemy fire although they are still affected by any affects they had prior to entering. Units with ranged attacks may fire out with +2 added to their range. Units may not activate any abilities while inside, although stimmed marines and firebats will still enjoy the benefits of stimpacks if they used the ability right before entering a bunker. If a bunker is destroyed its occupants emerge unharmed. The bunker's fire can not be directed by the player.
While adept at dealing with en masse attacks of weak units, the bunker is vulnerable against heavy ones. Bunkers are effective holding off chokepoints when backed by missile turrets, goliaths and siege tanks. This makes them very deadly against many zerg units.
In addition, bunkers can provide more damage and receive a lower chance of being hit back when on high ground.
About
Structure | |
---|---|
Race | Terran |
Role | Infantry support structure |
Transport capacity | 4 |
Production | |
---|---|
Minerals | 100 ![]() |
Building time | 0 ![]() |
Produced from | Command center |
Protection | |
---|---|
Hit points | 350 |
Armor | 1 |
Abilities
Actually this building have not any abilitie.
Factory
In StarCraft, the factory is used to construct vultures, siege tanks and goliaths. It also has an optional machine shop upgrade to enhance vehicles' offensive weapons and speed.
About
Structure | |
---|---|
Race | Terran |
Role | Vehicle production |
Production | |
---|---|
Minerals | 200 ![]() |
Gas | 100 ![]() |
Building time | 0 ![]() |
Produced from | Command center |
Protection | |
---|---|
Hit points | 1250 |
Armor | 1 |
Function | |
---|---|
Add-ons | Machine shop |
Produces | * Siege Tank (with machine shop) |
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Map
#####Map specifications Map dimensions: 128x128 (4096 x 4096 pixels)
Terrain Tileset: Jungle world
Terrain Tiles size: 32x32 pixels
#####Map description
In this map we defend a Terran base in the center of the map. The reason behind this is that we want it to keep the map balanced. Water and wall sections are designed to not allow zerg units get to the base and force them to go through one of the entrances. Initially the base has a command center, one barrack and one factory. The way how the enemy can attack will be from the north-west, north-east, south-east and south-west sides of the map.
######Entrances
All entrances are located to give the player the best strategy as possible. With 4 entrances player must have control of their builds and units to defeand each one.
######Bomb areas
There are 4 areas where the bomb can be:
- 1 left upper side
- 2 right upper side
- 3 left down side
- 4 right down side
These areas are behind the entrances to force the player to explore the area with his units and being more vulnerable of Zerg attacks. The placement of the spots are strategically designed so that the player will recieve a challange in order to prepare an optimal strategy for bomb activation on command center.
######Tiles used
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Jungle Tileset: LINK
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Terran Bomb: Bomb that player have to search in the second phase
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