High Level Design - IP-2025/waves-of-the-fallen GitHub Wiki
High-Level Design
General
- Gold = overarching currency for character upgrades
- XP = currency within a game
The game consists of multiple waves that become more difficult as the game progresses. Every 3 waves, the player enters the shop.
Italic = Optional features (depending on available time)
Enemies
Movement / Behavior:
- Run directly towards the player without complex pathfinding.
- In higher waves, the difficulty increases → enemies have more health, are faster, etc.
- Different movement per enemy type.
Attack Types:
- Primarily melee (punching, biting, ramming, etc.)
- Later also ranged (arrows, magic, projectiles)
- Special enemies/bosses with unique attacks:
- Explosion attacks / area damage
- Spawning additional enemies around themselves
- Jump attacks forward
- Increased attack speed, etc.
- Special enemies/bosses have a unique design for clear distinction.
- Different ranges (e.g., enemies standing at the edge with a “base” around them).
Attributes:
- Varying health points, damage values, attack speeds, movement speeds, and special attacks
- Special enemies/bosses with special abilities like shields or healing other enemies
- Spawn rate varies depending on current enemy count:
- Few enemies → increased spawn rate
- Many enemies → reduced spawn rate
Rewards:
- Player receives XP per kill, tougher enemies grant more XP
- Rare special items can drop from tough enemies:
- Nuke
- Double points
- Temporary buffs (e.g., from potions)
- Special items remain on the ground until the end of the wave
Player
Inventory:
- All weapon slots are always available during waves
Level:
- Player always starts at wave 1.
- No overarching leveling between games (except gold for character upgrades)
Base Stats:
- Health: Starting value of 100 HP, can be increased via stats
- Speed and other stats can be improved via XP in the shop or gold in the character main menu
- Stats and upgrades are individual per character
Special Abilities:
- Some characters have special abilities (e.g., healing, explosions, shield)
- Special ability can be used once per round (between shop visits)
- It is recharged after each shop visit
Shop System
How to get new weapons?
- See Purchase Options
How to upgrade stats and weapons?
- See Purchase Options
Access:
- After a successful boss fight, the player automatically enters the shop
- Singleplayer: Shop closes automatically after 1 minute or anytime via button
- Weapon selection: 10 sec time limit, otherwise random selection
Currency:
- Only in-game currency (XP/Gold), no real money
- XP earned through kills and special drops
- Multiplayer: XP is player-specific and non-transferable
- XP is earned per kill, bosses grant gold every 3rd wave
Purchase Options:
- Stats and weapon upgrades are limited
- All characters have access to the same purchases, but specific classes receive specific advantages (e.g., archer +5 range, +10 shot speed)
- After each boss, two menus with 3 items each appear:
- Choose new weapon (one must be chosen)
- Upgrade stats/weapon (zero or one choice, reroll possible)
- New weapons are free, upgrades cost XP (increasing cost per level)
Characters
- Different characters with individual strengths/weaknesses
- Some have more health, others more attack power, faster movement, etc.
- Character is selected in the start menu and remains until the end
- At the beginning only one character available, others unlockable with gold
- Gold is earned per game, character upgrades only available after reaching endless mode
- Character stats can be leveled with gold in the menu
Items
Weapons:
- Melee and ranged weapons
- Attributes: Range, attack speed, damage, weight (high weight slows down movement)
Gameplay
Waves:
- After an increasing number of waves, there is a boss fight, then shop
- Wave intensity increases (similar to COD Zombies): more enemies / tougher enemies / more mini-bosses
- Before the shop & after a boss fight, the player gets a new weapon (choose 1 of 3)
- Each wave lasts 30 seconds, then 5 sec break
- HUD shows the current wave
Modes:
- Standard mode: approx. 15 minutes, after that, continue or end game
- Endless mode: infinite waves with increasing difficulty
Controls and Gameplay
Controls:
- Auto-aim & auto-shooting
UI / UX:
- Clear HUD with health, XP, weapon slots, current wave
- Run history on the home screen (stats)
Difficulty Scaling:
- Enemies scale with playtime
- Before the game: map selection → difficulty (Easy, Advanced, Hard)
- Higher difficulty = more gold
Death / Revive:
- Singleplayer: If the player dies, the game is over
- Multiplayer: If a player dies, they are revived at the end of the wave
Multiplayer
- Multiplayer is possible (possibly local via hotspot)
- Up to 4 players
- If a player leaves before endless mode → waves adapt, player receives no gold
- More players = more/tougher enemies
- Players outside of the screen → shown as triangle at the edge (no zoom-out)
Maps
- Maps are not generated live
- Map is chosen at the beginning & remains until the end
- Maps differ by theme, obstacles & difficulty