Initial Planning and General Burndown
Tower Defense Game
πΉ Enemy Troops
| Troop | Role | Traits |
|---|---|---|
| Giant | Tank | Slow, high HP |
| Hog Rider | Fast Runner | Medium HP, speeds through lanes |
| Skeleton Army | Swarm | Low HP, large numbers |
| Baby Dragon | Flying AoE | Medium HP, splash damage |
| Minion Horde | Air Swarm | Fast, low HP |
| Balloon | Flying Nuke | Slow, high damage on death |
| Bandit | Dashing Unit | Dashes every 5 seconds, fast |
| P.E.K.K.A | Boss Tank | Very slow, massive HP & damage |
| Witch | Spawner | Medium HP, summons Skeletons |
| Ram Rider | Hybrid Speed Unit | Slows towers, fast dash every 5 seconds |
| Lava Hound | Air Tank | Huge HP, spawns Lava Pups |
| Royal Ghost | Stealth | Invisible until close to towers |
π° Towers & Air Strikers (Clash Royale-Inspired)
| Tower / Striker | Type | Inspired By | Function |
|---|---|---|---|
| Archer Tower | Single-target | Archers | Base Level: Targets air and ground, normal firing speed. Level 1: Attack speed x3, Level 2: Range x3, Level 3: Arrows can hit more than one target, Level 4: Shoot 3 arrows at once, Level 5(Ability): Attack speed x5 and Pierce x10 for 5 seconds |
| Wizard Tower | Splash | Wizard | Base Level: Throws fireballs that are one target. Level 1: The fireball now has AoE, Level 2: Attack speed x10, Level 3: Summons a wall of fire every 30 seconds (small AoE and DPS), Level 4: Pierce x3, Level 5(Ability): Fireball Drone (spawns a drone that shoots fireballs all across the path/map for 15 seconds) |
| Inferno Tower | Single-ramp DPS | Inferno Tower | Base Level: Targets one enemy with ramping laser damage, great vs. tanks. Level 1: Ramp-up speed is doubled, Level 2: Can target two enemies at once, Level 3: Poison effect for 3 seconds immediately after outside of range, Level 4: Starts at x5 original starting damage, Level 5(Ability): Overheat Mode β Ramp maxes instantly and pierces 10 enemies for 10 seconds |
| Tesla Coil | Burst + Hide | Hidden Tesla | Zaps enemies, need to level up inferno tower to place, only on the field for 5 minutes |
| Bomb Tower | Ground Splash | Bomb Tower | Base Level: Shoots a bomb with high pierce every 2 seconds. Level 1: Each bomb turns into shrapnel which destroys more enemies (low damage), Level 2: Throws 2 more bombs instead of splitting into shrapnel, Level 3: Attack speed x5, Level 4: Stuns troops, Level 5(Ability): Rocket Strike (throws a nuke that destroys all medium HP troops) |
| Magic Beam Tower | Line Piercer | Magic Archer | Base Level: Shoots an arrow that does low damage and pierces through 4 enemies in a line. Level 1: Can pierce 10 enemies, Level 2: Attack damage x5, Level 3: Attack speed x10, Level 4: Can pierce through infinite enemies |
| Freeze Tower | Control | Freeze Spell | Base Level: Freezes balloons for 3 seconds (shoots every 3 seconds). Level 1: After 3 seconds of freezing, the troops move 25% slower, Level 2: Now damages the troops x5, Level 3(Passive Ability): Troops that are frozen create a slowing effect in a large radius, Level 4: Whenever a troop is killed by Freeze Tower, it sends out ice shards that do 10 damage, Level 5(Ability): Freezes all troops on screen for 10 seconds |
| Hunter Nest | Shotgun Splash | Hunter | Base Level: Fires shotgun blast with massive close-range damage. Level 1: Blast size increases by 50%, Level 2: Reload time halved, Level 3: Shoots 2 blasts in succession, Level 4: Critical shot chance (20%) for 5x damage, Level 5(Ability): Scatter Storm β Unleashes 10 rapid-fire blasts in all directions over 5 seconds |
| Lightning Obelisk | Chain Lightning | Electro Wizard | Base Level: Zaps single targets. Level 1: Zaps 5 targets at once, Level 2: Attack damage x5, Level 3: Summons whirlwind which knocks back troops, Level 4: Each troop in a large radius is stunned, Level 5(Ability): Spawns a Zap Drone that stuns and damages all enemies on the path/map |
| Rage Beacon | Support | Rage Spell | Base Level: Makes all towers cheaper. Level 1: Increases attack range, Level 2: Increases pierce x5, Level 3: Increases attack speed x2, Level 4: Each enemy kill gives more money, Level 5(Ability): Increases attack speed and pierce x10 for 10 seconds |
β Final Tower Defense Game Burndown Checklist
Tech Stack: HTML, CSS, JavaScript, Python
Theme: Clash Royale-style enemies (troops) vs. towers/air strikers
π Phase 1 β Prototype: Finish by May 22
Goal: Playable prototype with 1 enemy and 1 tower, basic mechanics in place.
π§± Core Setup
- Set up basic project structure in frontend
- Currency system for towers and points API based on time survived in endless mode
- Draw static map/track for enemy movement (Canvas or grid)
- Implement enemy movement (
giant) along path - Create health system for enemies, health bars for enemies
- Build Archer Tower that targets and damages enemies
- Show tower range + attack logic
- Add projectile hit detection + enemy HP reduction
- Tower placement via mouse click
- Lose condition: Health bar for user, enemies reaching end
π Phase 2 β Playable Build: Finish by May 29
Goal: 3 enemy types, 3 towers, waves, UI, and early upgrade system.
π§ Game Logic Expansion
- Add 2 more enemy types
- Add 2 more tower
- Implement tower leveling system (Levels 1β4)
- Enable tower Level 5 ability logic (e.g., Archer Towerβs rapid burst)
- Create enemy wave system with cooldowns and scaling
- Tower cost and gold system
πΌοΈ Visuals & UI
- Add simple sprites/placeholders for enemies/towers
- Improve UI: gold, tower menu, wave timer
- Add tower placement limits (grid-based, no overlap)
- Tower hover effects: show range, stats
- Win/lose screen with retry button
π Phase 3 β Final Polish & Presentation: Finish by June 5
Goal: Full 15 troops and 15 towers, final balance, final UI, presentable build
π§© Final Content Integration
- Add remaining 12 troops (with HP, speed, special logic)
- Add remaining 12 towers/air strikers (attack logic + upgrades)
- Finalize all tower upgrade trees (Levels 1β5 + ability)
- Polish enemy AI: flying, swarming, fast, armored types
- Polish attack targeting (prioritize closest/strongest/etc.)
π¨ Final UI & Polish
- Add upgrade buttons/menus per tower
- Polish level/map visuals with CSS or Canvas
π€ Final Touches for Presentation
- Add instructions/help panel for gameplay
- Create title screen with Start button
- Final balance pass for difficulty curve
- Playtest and debug all edge cases
- Prepare short live demo and walkthrough slides
π§βπ» Tower Defense Game Roles
| Role | Assigned To | Main Technologies |
|---|---|---|
| π¨ Frontend Designer & UI Dev | Lars | HTML, CSS, JavaScript |
| π₯ Game Logic Engineer | Darsh | JavaScript |
| π§ Backend & Economy Manager | Pradyun | Python |