Note: The reason this is so comprehensive is because I just recycled one of my interesting design documents which I wrote in 2009 for a unique strategy game originally themed about cavemen tribes. I decided to give it a cheesecake-spin.
Battle Cheesecakes
Introduction
Battle Cheesecakes is a strategy game where nations of little cheesecake people battle against each other in senseless wars of supremacy.
Overview
- Play Area: The maps consist of tiles that are regulary organized upon a 16x16 pixel grid. Everything is aligned to this grid. Typically maps might be fairly large e.g. 128x128 to 256x256 tiles.
- Resources: For simplicity, there will only be two types of resources: Crust, and strawberry. Resources will play a very significant dual purpose: they're also the most abundant obstacles.
- Pernament Obstacles: Plate walls. They are rare and only placed where ever necessary to keep maps interesting as resources are continually collected during the game (remember: resources are also considered temporary obstaces, and they will make the primary constitution of obstacles amongst the map).
- Special Items: Just various rare toppings which will grant to whichever player 'holds control' of them some kind of gameplay advantage that can be stolen by other players (if they retake the topping in a king-of-the-hill way).
- Map Layout: The resources/obstacles will initially be placed to ensure that 4 or more empty grid squares aren't collected into a larger empty square. This rule shall form a 'Pac Man' style maze.
- Players: There will be two teams (HUMAN vs COMPUTER), where both teams initally begin the game with 1 Sponge Cake (a gatherer/builder kind of guy) and 0 resources, starting on opposite ends of the map.
- Progression: Use your initial Sponge Cake to "eat" through the maze of resources and provide enough space to build buildings within the hollowed areas. Beautifully, these resources will also provide you to construct the buildings. Train armies and more gatherers. Work your way towards the enemy to bring them to their destruction.
Unit Mechanics and Specifications
- Training: Additional units are trained at buildings. A certain limit to the amount of units you can train at a building is designated. When a unit who was trained at a building is killed, you may train another of that type of unit (villager or militant) at any building which supports that type.
- Selection: Select multiple units or resources by draging out a selection rectangle with the left mouse. Hold shift to pick individual units into the current selection.
- Movement: Units strictly only move up, down, left or right. No diagnal motion.
- Task a unit to find their way to a location by right clicking (Need a pathfinding algorithm, but have no worries!). Gatherers can be tasked on resources.
- Units always begin with 100 health; however, the amount of damage they deal may still vary.
- You will see appropriately-themed shafts (like flags, but flags are medieval-ish) on the map to indicate where any of the currently selected units are moving during the progress of their current tasks. Remember: the group of units selected will not always share the same target, so multiple targets may be marked in any single moment.
- Gathering is accomplished by the gatherers merely spending a certain amount of time adjacent to a particular target resource until it is collected. They don't need to return anywhere after collecting a resource. It is automatically added to the
- Sponge Cake: 1 Strawberry: Only unit which can make buildings and collect resources. Can't deal damage.
- Butter Scotcher: 2 Strawberry: 5 damage per second
- Vanilla Wafer: 3 Crust: 16 damage per 2 seconds
- Om-nom-nom Cup: 1 Strawberry, 2 Crust: 18 damage per 2 seconds
- Gooblet: 4 Strawberry, 1 Crust: 15 damage per second (125 max-health)
- Cream Pad: 5 Strawberry, 6 Crust: 80 damage per 3 seconds (150 max-health)
Art Direction
- Style: Cartoonish, some pastel-ish colors, but also some bold colors as well.
- Character Design: Cheesecakes have smiling faces.
...
HUD Information
- Resources: Of course, the amount of strawberry and crust you have available to spend.
- Number of sponge cakes you have in total.
- The grand collective damage-per-second of your entire army. e.g. add 80/3 to this sum for every cream pad.
- Spongecake-pop: How many sponge cakes you can train. This number goes down when you train a new sponge cake and goes up when a sponge cake dies. Initially 0. Can be negative...
- Military-pop: How many military units you can train. Behaves exactly like Spongecake-pop.
Graphical Control Layout
- No specific ideas for this yet. 'Pretty straight forward. It doesn't matter.
Buildings
- Placement: Buildings cannot touch the edge of another building, or be between two resources. However, touching the corner of one other object is permitted.
- Cake Dwelling: 1 Square, 5 Strawberry: Allows you to train 2 units of any kind. 200 Health (Population Note: you need to track the dwellings' generic population contribution seperately from the spongecake-pop and military-pop, and then add this generic amount to both of them in the HUD. Generic population credits will not be retained after units die, unless you actually track which population pools every unit got its training-credit from. Otherwise, dying units will only either add to the spongecake-pop or military-pop).
- Jellybean Lookout: 4 Squares, 1 Strawberry, 4 Crust: Can train 3 military units. 350 Health
- Tribe Pie: 4 Squares, 3 Strawberry, 5 Crust: Can train 4 sponge cakes. 100 Health
- Durations: All buildings take 5 seconds to construct, except for dwellings, which only take 3.
Walls
Walls can only be built ontop of resources. The type of resource they are built on will determine what the wall piece is made of (i.e. hard crust or strawberry barricade). For example, if you build a wall over strawberry, then the wall will be made out of strawberry etc. Strawberry barricades have 80 health, and crust walls have 150. It takes 2 seconds to convert a resource piece that is on the map into a wall.
Resource Clusters
As an exception to the maze-layout rule, several square clusters entirely consisting of a single type of resource will be placed around the map. These can be "carved" out by your sponge cakes to make great bases. You can convert the inner-edges into walls, and leave a military unit in the opening holes to act as gates.
Multi-Tasking
By holding down the shift key, Sponge cakes can be tasked to construct a chosen building multiple times, and can be tasked onto more than one resource to execute their tasks in a sequence. Sponge cakes may be tasked to gather entire areas. Your selections can be expanded to contain multiple tiles if the cursor designates a second corner of the area before the mouse leftbutton is released. Military units will automatically select new targets to attack when tasked to fight, or automatically defend their local area when sitting idle.
Rare Toppings (probably never more than 3 of each on an entire map; usually only 1 or 2)
The first player to take 300 health from a topping gets control of the topping, which then resets the total damage dealt accounted for all players.
- Cookie: Summons two vanilla wafers. They will respawn 30 seconds after both dying (both are required to die before respawning).
- Honeycomb: Summons four butter scotchers. They will all respawn 15 seconds after all dying (again, all required to die before respawning).
- Lemon slice: Summons three spongecakes. Any of these three will respawn 10 seconds after individually dying.
... (Maybe a few more; I'm running out of ideas and I want to get this idea posted)
Note:
In traditional RTS games, villagers will continue gathering the same type of resource until none nearby remain available. This will not work with this game because it is important to enable the player to strategically pick out which resources they want to clear off the map and to interact with the resources in a more interesting and tactical way. Allowing villagers to mindlessly chomp through "whatever they want to" might ruin the player's plans.