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:
    1. Choose new weapon (one must be chosen)
    2. 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