From f98234851e76019e9a18ba7759e270434058720a Mon Sep 17 00:00:00 2001 From: Andrew Kettel Date: Thu, 3 Sep 2026 14:42:21 -0700 Subject: [PATCH] Adding AI planning documents --- AI Docs/PLAN.md | 72 +++ AI Docs/PLAN_MORE.md | 1445 ++++++++++++++++++++++++++++++++++++++++++ 2 files changed, 1517 insertions(+) create mode 100644 AI Docs/PLAN.md create mode 100644 AI Docs/PLAN_MORE.md diff --git a/AI Docs/PLAN.md b/AI Docs/PLAN.md new file mode 100644 index 0000000..6438720 --- /dev/null +++ b/AI Docs/PLAN.md @@ -0,0 +1,72 @@ +Here’s a phased development roadmap for **YeetGeese**, structured around indie pacing and optimized for Godot 4.x workflows. Each phase includes core deliverables, Godot-specific implementation notes, and how the first-person TD + goose-throwing twist is handled. + +--- + +### Phase 1: Pre-Production & Design (Weeks 1–3) +**Goal:** Lock scope, define the loop, set up the project structure. +- **Core Loop Doc:** Spawn wave → position/aim → throw geese → defend choke point/base → upgrade/reward → next wave. +- **Art/Tone Direction:** Stylized low-poly or cartoonish (eases iteration). Geese should read clearly in motion. +- **Technical Spec:** Node hierarchy, scene boundaries, data flow (Resource-driven balance tables recommended). +- **Godot Setup:** + - Project structure: `res://src/`, `res://art/`, `res://audio/`, `res://scenes/` with clear naming (`goose.tscn`, `enemy_spawner.gd`). + - Use Godot’s built-in version control integration or Git + `.gdignore`. + - Set up export templates early (itch.io web build for playtests, Windows/Linux for QA). + +--- + +### Phase 2: Core Prototype (Weeks 4–6) +**Goal:** Playable loop with no art polish. Prove the throw mechanic & TD flow work in first-person. +- **FPS Controller:** `CharacterBody3D` + mouse look (`Input.mouse_mode = Input.MOUSE_MODE_CAPTURED`). Add walk/run, crouch if needed for aiming stability. +- **Goose Throw System:** + - Instantiation: `var g = preload("res://scenes/goose.tscn").instantiate()` → add to a dedicated `ProjectileLayer` node so geese don’t collide with each other or the player. + - Physics/projectile logic: Apply initial velocity + gravity via `_physics_process()`, or use `RigidBody3D` for bouncy, chaotic honking (lean into it). + - Aim assist/crosshair via a fixed `Sprite3D` in front of the camera. +- **Enemy Pathing:** `NavigationRegion3D` on level geometry → enemies inherit `NavigationAgent3D` to route toward your base/heart node. +- **Wave Manager:** Autoload or scene-local manager that tracks spawn timers, enemy count, and triggers UI/audio events via signals. +- **Godot Tip:** Use **Signals** everywhere (`goose_impact`, `wave_cleared`) to keep systems decoupled. Balance numbers live in a `.tres` Resource file so you can tweak mid-playtest without touching code. + +--- + +### Phase 3: Vertical Slice & Systems (Weeks 7–10) +**Goal:** One polished, complete level with full UI/audio/save functionality. +- **HUD/UI:** `CanvasLayer` for health bar, score, throw cooldown/charge meter. Use Godot’s control nodes + anchors; test on multiple resolutions early. +- **Progression/Upsell:** Goose powerups (bigger honk radius, sticky geese, flock shot) stored in a player stat Resource. +- **Audio Pipeline:** `AudioStreamPlayer3D` for spatialized throws/honks, `AudioBus` layout for SFX/music/Master so you can mix per platform. +- **Save System:** Serialize wave progress/unlocks to JSON or a Godot `ResourceSaver` file in `user://`. Load on startup via an autoload `GameManager`. +- **Playtesting Loop:** Build → share itch web build → iterate cooldowns/damage/spawn curves using your balance Resource. +- **Godot Tip:** Use the **Debugger > Profiler** to watch FPS/memory while waves scale up. Enable `Rendering > Quality > VoxelGI` or baked lighting if you go 3D art-heavy, but keep it lightweight for indie budgets. + +--- + +### Phase 4: Content Production & Levels (Weeks 11–16) +**Goal:** Ship the full game scope. Multiple arenas, enemy variety, upgrade tree. +- **Level Design:** Build 5–8 distinct arenas using modular `GridMap` or instanced scene pieces. Vary choke points to force different throw angles/strategies. +- **Enemy Types:** Rushers, tanks that absorb hits before routing, splitters, maybe a "farmer" enemy that drops currency you can grab between waves. +- **Goose Synergy:** Add placement-style mechanics if desired (e.g., drop a `GooseNest.tscn` that auto-throws weak geese while you aim heavy throws). Keep the first-person perspective central to aiming. +- **Polish Systems:** Screen shake on big hits, hit markers, dynamic music intensity tied to wave danger level. +- **Godot Tip:** Preload heavy scenes with `ResourceLoader.load_threaded_request()` if levels are large. Use `Object.set_physics_process_group()` for systems that need to run independently of the main loop (rare but useful for spawners). + +--- + +### Phase 5: Polish, QA & Launch Prep (Weeks 17–20) +**Goal:** Stable, performant, release-ready build. +- **QA & Optimization:** Fix collision layer conflicts, clamp delta time drift, profile with Godot’s built-in profiler. Enable `Editor > Project Settings > Rendering > Quality` scaling for low-end PCs. +- **Input/Accessibility:** Remappable controls via `ProjectSettings.input_map`, colorblind-safe UI, volume sliders tied to your AudioBus layout. +- **Export & Distribution:** Test each export template on target OS. Set up itch.io page + demo build (Godot’s one-click web export is perfect here). +- **Launch Assets:** Record gameplay in Godot with `Movie Maker` mode or external software, cut a trailer, write store description focusing on the "first-person TD + thrown geese" hook. + +--- + +### Godot Architecture Recommendations for YeetGeese +1. **Scene-First Design:** Every entity is its own `.tscn` + `.gd`. Player, Goose, Enemy, Spawner, HUD each encapsulated. +2. **Data-Driven Balance:** All numbers (throw cooldown, goose mass, enemy HP/spawn rate) live in `Resource` files or JSON autoloads. Swap balance tables without recompiling. +3. **Signal Bus Pattern:** A lightweight autoload (`Signals.gd`) holding global events (`wave_started`, `enemy_died`, `base_hit`) keeps your manager code clean and UI/audio reactive. +4. **Collision Layers:** Player/Geese on layer 1, Enemies on 2, Base on 3. Geese mask enemies+base only → no self-collision or environment clutter hits. + +--- + +### Immediate Next Steps +1. Block out the scene hierarchy in Godot: `Main.tscn` → `Player`, `WaveManager`, `HUD`. +2. Implement the goose throw prototype with a placeholder `RigidBody3D` + gravity + damage on collision. +3. Wire one enemy using `NavigationAgent3D` toward your base node. +4. Get the web export working and share a raw prototype build to test aiming feel in first-person. \ No newline at end of file diff --git a/AI Docs/PLAN_MORE.md b/AI Docs/PLAN_MORE.md new file mode 100644 index 0000000..53ede15 --- /dev/null +++ b/AI Docs/PLAN_MORE.md @@ -0,0 +1,1445 @@ +Here is a practical phase plan for **YeetGeese**, a first-person tower defense game where the main weapon is thrown geese, built in **Godot 4**. I’m assuming the core fantasy is: the player is in a 3D arena, enemies approach, and the player throws geese either as projectiles, temporary turrets, or both. The plan below is structured so you can build a small playable prototype first, then expand into a full indie game. + +--- + +# YeetGeese Phase Plan + +## Phase 0: Game Definition & Setup +**Goal:** Define the core game, set up the Godot project, and create a clear development scope. + +### Main Tasks +1. **Write a short design document** + - One page is enough. + - Core fantasy: “Yeet geese at enemies and defend a base.” + - Core loop: + - Enemies spawn. + - Player throws geese. + - Geese damage, distract, or tower-ize enemies. + - Player earns currency. + - Player buys/upgrades geese or defenses. + - Wave ends. + - Next wave becomes harder. + +2. **Define the MVP** + A small but complete version of the game should include: + - One arena. + - One player controller. + - One goose type. + - Two enemy types. + - Five waves. + - Basic economy. + - Basic UI: + - Health. + - Currency. + - Wave number. + - Pause menu. + - Win/lose state. + +3. **Set up the Godot project** + - Godot version: Godot 4.x. + - Project type: 3D. + - Renderer: Forward+ for better visuals, Mobile/Compatibility if targeting low-end devices. + - Create folders: + ```text + res:// + scripts/ + scenes/ + assets/ + audio/ + meshes/ + textures/ + materials/ + animations/ + ui/ + data/ + autoload/ + tests/ + ``` + - Set up Git. + - Add `.gitignore` for Godot artifacts. + - Add a simple README. + +4. **Set up basic project architecture** + Create autoloads such as: + - `GameState.gd` + - Handles wave state, score, currency, lives, pause. + - `EventBus.gd` + - Central signals for gameplay events. + - `AudioManager.gd` + - Plays sfx and music. + - `SettingsManager.gd` + - Saves settings and unlockables. + +5. **Define collision layers** + Suggested collision setup: + - `1`: Environment / terrain. + - `2`: Player. + - `3`: Enemy. + - `4`: Goose projectile. + - `5`: Goose turret. + - `6`: Pickups / currency. + - `7`: UI / trigger zones. + +6. **Set up input map** + Suggested inputs: + - `Move_Forward`: W + - `Move_Backward`: S + - `Move_Left`: A + - `Move_Right`: D + - `Aim`: Mouse look. + - `Throw_Goose`: Left mouse button. + - `Switch_Goose`: 1 / 2 / 3 or Q. + - `Reload_Or_Refill`: R. + - `Pause`: Escape. + - `Sprint`: Shift, if used. + - `Crouch`: C, if used. + +### Exit Criteria +- You have a clear MVP scope. +- Godot project opens cleanly. +- Basic folders, autoloads, input map, and collision setup exist. +- The team knows what the first playable prototype must contain. + +--- + +# Phase 1: Core Playable Prototype +**Goal:** Prove that throwing geese at enemies in a first-person tower defense arena is fun. + +This is the most important phase. Do not focus on art yet. Use greybox shapes and placeholder audio. + +## Core Systems to Build + +### 1. First-Person Player Controller +Create a first-person controller using Godot’s `CharacterBody3D`. + +Basic structure: +```text +Player + - Camera3D + - ThrowOrigin (Marker3D at hand/gun position) +``` + +Player behavior: +- Mouse look. +- WASD movement. +- Ground snapping or simple gravity. +- Optional head bob. +- Optional sprint. +- Throw input triggers projectile creation. + +### 2. Goose Projectile +The goose can be a simple `Area3D` or `RigidBody3D`. + +For a first prototype, I recommend: +```text +GooseProjectile + - Area3D + - MeshInstance3D + - CollisionShape3D + - AnimationPlayer +``` + +Behavior: +- Spawn from `ThrowOrigin`. +- Apply velocity based on camera direction. +- Apply spin. +- Apply gravity or custom flight curve. +- Detect collision with enemies. +- On hit: + - Damage enemy. + - Play honk. + - Spawn hit effect. + - Queue free after lifetime or impact. + +Simplified throw logic: +```gdscript +var throw_dir := -camera.global_transform.basis.z +projectile.linear_velocity = throw_dir * throw_speed +projectile.angular_velocity = Vector3(0, 12, 0) +``` + +### 3. Enemy +Start with one enemy type. + +Enemy structure: +```text +Enemy + - Area3D or CharacterBody3D + - MeshInstance3D + - CollisionShape3D + - Health component +``` + +Enemy behavior: +- Spawn at a point. +- Move toward base or player. +- Attack player or base when close. +- Take damage. +- Die and drop currency. + +For the first prototype, simple movement is enough: +```gdscript +var direction := (target.global_position - global_position).normalized() +velocity = direction * speed +move_and_slide() +``` + +If using a base to defend: +- Target the base. +- If base is destroyed, player loses. + +If the player is the base: +- Target the player. +- If player dies, lose. + +### 4. Basic Wave Spawner +Create a simple wave manager. + +Wave manager behavior: +- Start wave. +- Spawn enemies over time. +- Track remaining enemies. +- When all enemies are dead, start next wave. +- After final wave, player wins. + +Data structure example: +```gdscript +class_name WaveDef +extends Resource + +@export var enemies: Array[EnemyDef] = [] +@export var spawn_interval: float = 1.0 +@export var reward: int = 10 +``` + +### 5. Basic Economy +- Enemy dies. +- Player gains goose coins or feathers. +- Player can buy additional goose throws or a better goose. + +For the first prototype: +- 100 starting feathers. +- Goose throw costs 0. +- Enemy drops 5 feathers. +- Every 10 enemies, unlock one extra goose in reserve. +- Or buy a “Strong Goose” that does more damage. + +### 6. Minimal UI +Use Godot’s Control nodes. + +Required UI: +- Top-left: + - Player health. + - Feathers/currency. +- Top-right: + - Wave number. + - Enemies remaining. +- Center: + - Crosshair. +- Menu: + - Resume. + - Restart. + - Quit. + +### 7. Win/Lose State +- Win: survive all prototype waves. +- Lose: player health reaches 0 or base health reaches 0. + +Show simple message: +- “Victory!” +- “Defeated…” + +## Prototype Deliverables +A single playable scene where the player can: +- Move in first person. +- Look with the mouse. +- Throw geese. +- Geese hit enemies. +- Enemies move, take damage, and die. +- Currency increases. +- Waves progress. +- Player can win or lose. + +## Exit Criteria +- The core loop is playable. +- Throwing geese feels responsive. +- Enemies can be killed. +- Waves work. +- Economy works minimally. +- The game has a clear win/lose state. + +--- + +# Phase 2: Tower Defense Core Systems +**Goal:** Turn the prototype into a real tower defense game by adding towers, upgrades, enemy variety, and a more complete loop. + +This phase is where YeetGeese becomes its own genre hybrid: first-person action + tower defense strategy. + +## Design Decision: How Do Geese Function as Towers? + +You need to choose one or more goose roles. + +### Option A: Thrown Goose as Projectile +The goose is a flying attack. + +Examples: +- Standard Goose: medium damage. +- Heavy Goose: slow, high damage. +- Fast Goose: fast, low damage, piercing. +- Exploding Goose: AoE damage. +- Homing Goose: slight curve toward nearest enemy. + +### Option B: Goose Becomes a Turret +When thrown, the goose lands and stays for a short time. + +Examples: +- The goose pecks nearby enemies. +- The goose honks to stun enemies. +- The goose guards a path. +- The goose dies after 10 seconds. + +### Option C: Goose as Companion +The goose follows the player and occasionally attacks. + +Examples: +- Player throws goose. +- Goose attaches to player for a time. +- It pecks the nearest enemy. +- It dies after taking too much damage. + +I recommend starting with **Option A + Option B** as the core fantasy: +- Some geese are projectile weapons. +- Some geese land and become temporary turrets. +- This gives both action and tower defense. + +--- + +## Phase 2 Systems + +### 1. Goose Definitions +Make geese data-driven using Godot Resources. + +Example: +```gdscript +class_name GooseDef +extends Resource + +@export var id: String +@export var display_name: String +@export var cost: int +@export var damage: float +@export var throw_speed: float +@export var spin_speed: float +@export var lifetime: float +@export var knockback: float +@export var stun_duration: float +@export var can_become_turret: bool +@export var turret_duration: float +@export var turret_damage: float +@export var turret_attack_interval: float +@export var icon: Texture2D +``` + +Initial goose types: +1. **Basic Goose** + - Cheap. + - Medium damage. + - Standard speed. + +2. **Angry Goose** + - Higher damage. + - Knockback. + - Slightly slower. + +3. **Honk Goose** + - Low damage. + - Stuns enemies briefly. + - Useful for crowd control. + +4. **Turret Goose** + - Lands and pecks nearby enemies for 6 seconds. + - Creates a mini tower. + +5. **Bomb Goose** + - Explodes on impact. + - Area damage. + +### 2. Enemy Definitions +Create data-driven enemy resources. + +Example: +```gdscript +class_name EnemyDef +extends Resource + +@export var id: String +@export var display_name: String +@export var health: float +@export var speed: float +@export var damage: float +@export var attack_range: float +@export var attack_cooldown: float +@export var reward: int +@export var scale: float +@export var color: Color +@export var mesh: PackedScene +``` + +Initial enemy types: +1. **Slow Grunt** + - Low health. + - Low speed. + - Low damage. + +2. **Runner** + - Fast. + - Low health. + - Reaches base/player quickly. + +3. **Tank** + - Slow. + - High health. + - High damage. + +4. **Spitter** + - Keeps distance. + - Ranged attack. + +5. **Boss** + - Appears at wave 5 or 10. + - High health. + - Special attack. + +### 3. Wave Manager Expansion +Add: +- Enemy groups. +- Spawn intervals. +- Enemy paths. +- Wave scaling. +- Boss waves. +- Wave rewards. + +Example: +```gdscript +class_name WaveDef +extends Resource + +@export var wave_number: int +@export var enemies: Array[EnemyGroup] +@export var reward: int +``` + +```gdscript +class_name EnemyGroup +extends Resource + +@export var enemy_def: EnemyDef +@export var count: int +@export var spawn_interval: float +@export var spawn_delay: float +``` + +### 4. Tower Placement System +If geese become turrets, create a tower placement system. + +Possible approach: +- Player throws a Turret Goose at the ground. +- Goose lands. +- After a short delay, it becomes a turret. +- Turret has: + - Health. + - Duration. + - Range. + - Damage. + - Attack cooldown. + - Target priority. + +Turret target priority: +1. Closest enemy. +2. Weakest enemy. +3. Enemy closest to base/player. + +### 5. Upgrade System +Start simple. + +Upgrade paths: +- Goose damage. +- Goose speed. +- Goose knockback. +- Turret duration. +- Turret range. +- Starting feathers. +- Enemy slow effect. +- Player movement speed. + +Example upgrade structure: +```gdscript +class_name UpgradeDef +extends Resource + +@export var id: String +@export var display_name: String +@export var description: String +@export var cost: int +@export var max_level: int +@export var effects: Dictionary +``` + +### 6. Player Inventory / Goose Selection +Add a simple selection system. + +Player can have: +- Currently selected goose. +- Multiple goose slots. +- Limited reserve count. +- Refill timer or cost to refill. + +UI: +- Bottom center shows selected goose. +- Number keys switch goose. +- Mouse wheel could switch goose. + +### 7. Enemy AI Improvements +Add: +- Pathfinding or waypoint movement. +- Avoidance. +- Attack behavior. +- Stun behavior. +- Fear of honking. +- Aggro changes. + +For early development, simple movement is fine: +- Move toward target. +- If blocked, slide or rotate. +- If in attack range, stop and attack. + +Later, consider: +- NavigationRegion3D. +- NavMesh. +- Waypoints. +- Behavior tree or simple state machine. + +### 8. Base / Objective System +Choose one of these: + +#### Player as Objective +Enemies attack the player directly. + +Pros: +- Simple. +- Feels first-person. + +Cons: +- Less tower defense feel. + +#### Base as Objective +Enemies attack a base, shrine, goose farm, or cheese stockpile. + +Pros: +- More tower defense. +- Player can move freely. + +Cons: +- Need base defense logic. + +Recommended hybrid: +- There is a base to defend. +- Player can also be damaged by enemies. +- Losing happens if base health reaches 0 or player dies. + +### 9. Audio +Add placeholder audio first, then replace later. + +Required sounds: +- Goose honk. +- Throw whoosh. +- Impact. +- Enemy death. +- Enemy attack. +- Wave start. +- Wave complete. +- UI click. +- Coin pickup. +- Boss warning. + +Use: +```text +AudioStreamPlayer +AudioStreamPlayer3D +``` + +For geese and nearby enemies, use 3D audio. + +### 10. Particles & Juice +Add small visual/audio feedback: +- Goose trail. +- Hit particles. +- Enemy death burst. +- Feather explosion. +- Screen shake on heavy hits. +- Slow motion on boss kill, if desired. + +This phase is where the game starts feeling like a game rather than a tech demo. + +## Exit Criteria +- Multiple goose types exist. +- Multiple enemy types exist. +- Waves are data-driven. +- Turret geese can be placed. +- Upgrades exist. +- Player can select geese. +- Economy loop is complete. +- One full level is playable from start to finish. +- The game has a basic sense of progression. + +--- + +# Phase 3: Vertical Slice +**Goal:** Create one polished, complete level that represents the final game quality. + +This is the phase used for feedback, publisher meetings, demo day, or Steam Next Fest. + +## Scope +One full level with: +- 10 waves. +- 3–5 goose types. +- 4–6 enemy types. +- 1 boss. +- 1 upgrade shop. +- 1 themed arena. +- Final art placeholders or low-poly stylized art. +- Final UI. +- Final audio. +- Tutorial. +- Options menu. +- Performance target. + +## Art Direction +YeetGeese should probably be: +- Stylized. +- Bright. +- Funny. +- Slightly absurd. +- Easy to read in fast action. + +Visual pillars: +1. **Readable silhouettes** + - Enemies must be easy to identify. + - Geese should be very visible. + +2. **Strong color separation** + - Player geese: white, yellow, orange. + - Enemies: red, purple, dark colors. + - Environment: neutral or complementary. + +3. **Comedic animation** + - Goose flapping. + - Enemy squish. + - Honk shockwave. + - Feather explosion. + - Boss rage face. + +## Level Design +Create one strong arena. + +Suggested arena concepts: +- Farmyard at dusk. +- Mall parking lot. +- Office building break room. +- Beach boardwalk. +- Giant kitchen. +- Airport terminal. +- Medieval goose castle. + +Arena should have: +- Spawn points. +- Clear player movement space. +- Cover or terrain features. +- 2–3 chokepoints. +- Visual landmarks. +- Safe zone. +- Base or objective. + +## UI Polish +Create a clean, humorous UI. + +Menus: +- Main menu. +- Level select. +- Upgrade shop. +- Pause. +- Game over. +- Victory. +- Options. +- Credits. + +HUD: +- Health. +- Base health, if separate. +- Feathers/currency. +- Wave counter. +- Enemies remaining. +- Selected goose. +- Goose inventory. +- Upgrade prompts. +- Boss health bar. + +Accessibility: +- Text size options. +- Colorblind mode. +- Subtitles for audio cues. +- Mouse sensitivity slider. +- Invert Y axis. +- Left-hand mode. +- Reduced screen shake. +- High contrast mode. + +## Audio Polish +Add: +- Main menu music. +- Gameplay music. +- Boss music. +- Victory theme. +- Defeat jingle. +- Final goose honk. + +Audio mixing: +- Sfx should not overpower music. +- Goose honks should feel satisfying. +- Enemy damage should be clear. +- UI sounds should be subtle. + +## Performance Goals +For a first-person 3D indie game, aim for: +- 60 FPS on mid-range PC. +- 30 FPS minimum on low-end PC. +- Stable frame time. +- Low memory usage. +- No major hitching during waves. + +Optimization checklist: +- Use instancing for repeated meshes. +- Limit particle count. +- Pool projectiles and enemies. +- Avoid excessive collision checks. +- Use LOD if needed. +- Batch static geometry where possible. +- Avoid dynamic shadows on too many objects. +- Monitor memory with Godot debugger. + +## Vertical Slice Deliverables +- One polished level. +- Complete gameplay loop. +- One boss. +- Upgrades. +- Full UI. +- Full audio. +- Options. +- Tutorial. +- Performance acceptable. +- Playable 10–15 minute experience. + +## Exit Criteria +- A first-time player can understand the game within 2 minutes. +- The level is fun to play. +- The goose mechanic feels central and satisfying. +- The game looks and sounds cohesive. +- It runs well enough to share. +- You have a demo build for testing. + +--- + +# Phase 4: Full Production +**Goal:** Expand the vertical slice into the full game. + +This phase depends on your final scope, but for an indie game, I would keep it tight. + +## Recommended Final Game Scope +For a first indie release, target: +- 3–5 levels. +- 8–12 goose types. +- 8–12 enemy types. +- 2–3 bosses. +- 1 upgrade tree or simple upgrade shop. +- Endless mode. +- Daily challenge, if feasible. +- Steam achievements. +- Localization optional for launch. + +Do not overexpand. The best indie games are focused. + +--- + +## Phase 4A: Content Pipeline +**Goal:** Build a repeatable pipeline for adding content without breaking the game. + +### Goose Creation Pipeline +For each goose: +1. Create `GooseDef` resource. +2. Add mesh/animation. +3. Add sound. +4. Add projectile behavior. +5. Add turret behavior, if applicable. +6. Add icon. +7. Add description. +8. Add balance values. +9. Test in game. +10. Add to shop or unlock system. + +### Enemy Creation Pipeline +For each enemy: +1. Create `EnemyDef` resource. +2. Add mesh. +3. Add animations. +4. Add attack behavior. +5. Add movement behavior. +6. Add health/speed/damage. +7. Add death effect. +8. Add reward. +9. Add wave data. +10. Balance. + +### Level Creation Pipeline +For each level: +1. Build arena. +2. Place spawn points. +3. Place base/objective. +4. Define wave table. +5. Add level-specific modifiers. +6. Add level reward. +7. Add level unlock. +8. Playtest. +9. Balance. +10. Polish. + +Example level modifiers: +- Enemies spawn faster. +- Geese have less range. +- Turrets last longer. +- Enemies are immune to stun. +- Currency drops increase. +- Dark lighting. +- Moving platforms. +- Obstacles. + +--- + +## Phase 4B: Progression Systems +**Goal:** Give players a reason to keep playing. + +Add one or more of these: +- Level unlocks. +- Goose unlocks. +- Upgrade unlocks. +- Cosmetic goose skins. +- Achievements. +- Endless mode. +- Score leaderboard. +- Daily challenge seed. + +Avoid complex RPG stats. Keep it arcade-like. + +## Phase 4C: Game Modes +Start with: +1. **Campaign** + - Fixed levels. + - Progressive difficulty. + +2. **Endless Mode** + - Waves scale forever. + - Difficulty increases. + - Score-based. + +Optional: +3. **Speedrun Mode** + - Timer. + - Minimal upgrades. + - High score. + +4. **Daily Challenge** + - Seeded wave layout. + - Seeded goose modifiers. + +## Phase 4D: Balance +Create a simple balance sheet. + +Track: +- Goose cost. +- Goose damage. +- Goose speed. +- Enemy health. +- Enemy speed. +- Enemy damage. +- Wave reward. +- Upgrade cost. +- Level reward. + +Balance goals: +- Player should never feel helpless. +- Player should not one-shot everything. +- Waves should ramp gradually. +- Bosses should feel powerful but defeatable. +- Upgrades should matter. +- Late-game geese should feel exciting. + +Use playtesting data: +- Where do players die? +- Which goose is never used? +- Which enemy feels unfair? +- Is the economy too tight? +- Are waves too dense? + +--- + +# Phase 5: Polish & Optimization +**Goal:** Make the game feel stable, responsive, and fun to play repeatedly. + +## Gameplay Feel +Tune: +- Throw speed. +- Goose arc. +- Spin. +- Hit pause. +- Knockback. +- Camera recoil. +- Screen shake. +- Enemy death feedback. +- Coin pickup feedback. +- Wave transition feel. + +The “yeet” should feel satisfying. + +Possible tricks: +- Slight slow motion on big goose hits. +- Strong honk sound. +- Feather burst. +- Camera punch. +- Enemy squash animation. +- Sound layering: + - Whoosh + honk + impact. + +## Input Feel +Tune: +- Mouse sensitivity. +- Mouse acceleration. +- Movement speed. +- Acceleration. +- Friction. +- Air control, if jumping is added. +- Throw cooldown. +- Switching goose speed. + +## Visual Polish +- Final materials. +- Lighting. +- Fog, if used. +- Skybox. +- Environmental details. +- UI animations. +- Level transitions. +- Victory/defeat sequences. + +## Audio Polish +- Final music. +- Final sfx. +- Mix levels. +- Spatial audio. +- Ducking of music during important events. + +## Bug Fixing +Create bug categories: +- Critical: crashes, broken save, impossible win/loss. +- High: broken core mechanic. +- Medium: annoying gameplay issue. +- Low: visual or minor audio issue. + +Use a board: +- Backlog. +- In Progress. +- Ready for Review. +- Done. + +## Testing +Playtest: +- First-time players. +- Friends who understand the game. +- People who do not understand the game. + +Ask: +- Did you understand the goal? +- Did you know how to throw geese? +- Did you know what currency was for? +- Did you know what the base was? +- Which goose was your favorite? +- Which wave was hardest? +- What felt unfair? + +## Optimization +Check: +- FPS. +- Frame time. +- Memory. +- Draw calls. +- Physics cost. +- Particle count. +- Audio instance count. +- Object pooling efficiency. +- Collision overlap cost. +- Scene load time. + +--- + +# Phase 6: Launch Preparation +**Goal:** Prepare for release or demo distribution. + +## Store Page +Prepare: +- Title. +- Description. +- Short description. +- Features. +- System requirements. +- Screenshots. +- Trailer. +- Key art. +- Icon. +- Tags: + - Indie. + - Tower Defense. + - First-Person. + - Action. + - Strategy. + - Funny. + - Animals. + - Geese. + +## Build +Create final build: +- Windows. +- Linux, if desired. +- macOS, if desired. +- Steam build, if publishing on Steam. + +## Checklist +- Game starts correctly. +- Save file works. +- Options persist. +- No missing textures. +- No missing audio. +- No console errors. +- Performance acceptable. +- Achievements work. +- Leaderboards work, if present. +- Localization files work, if present. +- Legal information included. +- Credits included. +- ESRB/PEGI info available, if required. +- Refund policy understood. + +## Marketing +Prepare: +- Dev log. +- Screenshots. +- Short trailer. +- Gameplay clips. +- Press kit. +- Community posts. +- Demo build, if using Steam Next Fest or similar. + +--- + +# Phase 7: Post-Launch +**Goal:** Support the game and extend its life. + +## Immediate Post-Launch +- Monitor bugs. +- Patch critical issues. +- Respond to player feedback. +- Balance early. +- Collect reviews. +- Track crash reports. + +## Optional Updates +- New goose skin. +- New enemy. +- New level. +- New game mode. +- Boss rush. +- Daily challenge. +- Localization. +- Controller support, if not already present. + +--- + +# Suggested Godot Architecture + +Here is a practical scene/component structure. + +## Autoloads + +### `GameState.gd` +Handles global game state. + +Signals: +```gdscript +signal health_changed(value) +signal base_health_changed(value) +signal currency_changed(value) +signal wave_started(wave_number) +signal wave_completed(wave_number) +signal game_over() +signal victory() +``` + +Variables: +```gdscript +var player_health: int = 100 +var base_health: int = 100 +var currency: int = 0 +var current_wave: int = 1 +var total_waves: int = 10 +var is_paused: bool = false +var is_game_over: bool = false +``` + +### `EventBus.gd` +Central gameplay events. + +Signals: +```gdscript +signal goose_thrown(goose: Node3D) +signal goose_hit(target: Node3D, damage: float) +signal enemy_died(enemy: Node3D) +signal enemy_spawned(enemy: Node3D) +signal turret_placed(turret: Node3D) +signal upgrade_purchased(upgrade_id: String) +``` + +### `AudioManager.gd` +Plays audio. + +```gdscript +func play_sfx(id: String) -> void: + # play sound + pass +``` + +--- + +## Scene Structure + +### `Main.tscn` +```text +Main + - WorldEnvironment + - DirectionalLight3D + - Camera3D, if needed + - Player + - EnemySpawner + - Base + - UI + - AudioStreamPlayer +``` + +### `Player.tscn` +```text +Player + - CharacterBody3D + - CollisionShape3D + - Camera3D + - ThrowOrigin + - Hand / GooseModel + - AnimationPlayer + - AudioStreamPlayer3D +``` + +### `GooseProjectile.tscn` +```text +GooseProjectile + - Area3D + - CollisionShape3D + - MeshInstance3D + - GPUParticles3D + - AudioStreamPlayer3D +``` + +### `Enemy.tscn` +```text +Enemy + - CharacterBody3D + - CollisionShape3D + - MeshInstance3D + - AudioStreamPlayer3D + - HealthBar +``` + +### `TurretGoose.tscn` +```text +TurretGoose + - Area3D + - CollisionShape3D + - MeshInstance3D + - TargetDetector + - PeckAnimation + - AudioStreamPlayer3D +``` + +--- + +# Suggested Script Examples + +## Player Throw Input +Simplified: +```gdscript +@onready var camera: Camera3D = $Camera3D +@onready var throw_origin: Marker3D = $ThrowOrigin +@onready var goose_projectile_scene: PackedScene = preload("res://scenes/GooseProjectile.tscn") + +func _unhandled_input(event: InputEvent) -> void: + if event.is_action_pressed("Throw_Goose"): + throw_goose() + +func throw_goose() -> void: + var goose = goose_projectile_scene.instantiate() + goose.global_position = throw_origin.global_position + goose.global_transform = camera.global_transform + get_parent().add_child(goose) + EventBus.goose_thrown.emit(goose) + AudioManager.play_sfx("goose_throw") +``` + +## Goose Projectile +```gdscript +extends Area3D + +@export var throw_speed: float = 25.0 +@export var spin_speed: float = 15.0 +@export var lifetime: float = 2.0 + +var age: float = 0.0 + +func _ready() -> void: + body_entered.connect(_on_body_entered) + +func _process(delta: float) -> void: + age += delta + if age > lifetime: + queue_free() + +func _on_body_entered(body: Node3D) -> void: + if body.has_method("take_damage"): + body.take_damage(10.0) + AudioManager.play_sfx("goose_hit") + queue_free() +``` + +## Enemy Health +```gdscript +extends CharacterBody3D + +@export var max_health: float = 30.0 +var health: float = 30.0 + +func _ready() -> void: + health = max_health + +func take_damage(amount: float) -> void: + health -= amount + if health <= 0: + die() + +func die() -> void: + EventBus.enemy_died.emit(self) + AudioManager.play_sfx("enemy_die") + queue_free() +``` + +## Wave Manager +```gdscript +extends Node + +@export var waves: Array[Resource] = [] +@export var spawn_position: Marker3D + +var current_wave_index: int = 0 + +func _ready() -> void: + start_wave() + +func start_wave() -> void: + if current_wave_index >= waves.size(): + GameState.victory.emit() + return + + var wave: WaveDef = waves[current_wave_index] + GameState.wave_started.emit(current_wave_index + 1) + spawn_wave(wave) + current_wave_index += 1 + +func spawn_wave(wave: WaveDef) -> void: + # spawn enemies according to wave data + pass +``` + +--- + +# Recommended Development Timeline + +This assumes a small team or solo developer working part-time. + +| Phase | Duration | Output | +|---|---:|---| +| Phase 0: Definition & Setup | 1–2 weeks | Project setup, MVP scope | +| Phase 1: Prototype | 2–4 weeks | Playable throw-enemy loop | +| Phase 2: Core Systems | 4–6 weeks | Waves, economy, towers, upgrades | +| Phase 3: Vertical Slice | 4–8 weeks | Polished one-level demo | +| Phase 4: Full Production | 8–16 weeks | Full game content | +| Phase 5: Polish & Optimization | 2–4 weeks | Stable, fun build | +| Phase 6: Launch Prep | 2–3 weeks | Store page, build, marketing | +| Phase 7: Post-Launch | Ongoing | Patches, updates | + +For a tighter indie scope, the full project could be around **6–12 months part-time** or **2–4 months full-time**, depending on art, animation, and scope. + +--- + +# Biggest Risks & How to Avoid Them + +## 1. Scope Creep +**Risk:** You add too many goose types, enemy types, and mechanics. + +**Solution:** +- Finish the vertical slice before adding more content. +- Keep the MVP small. +- Cut anything that is not core to “thrown geese.” + +## 2. First-Person + Tower Defense Confusion +**Risk:** Players do not understand whether this is a shooter, platformer, or tower defense. + +**Solution:** +- Make the base/objective very visible. +- Use a clear HUD. +- Use a short tutorial. +- Make enemies clearly path toward the objective. + +## 3. Goose Throwing Feels Weak +**Risk:** The main mechanic does not feel satisfying. + +**Solution:** +- Invest heavily in feel. +- Add spin, arc, honks, feathers, hit pause, and screen shake. +- Playtest frequently. + +## 4. Enemy AI Gets Too Complex +**Risk:** You spend too long making advanced AI. + +**Solution:** +- Use simple movement first. +- Use waypoint paths or straight-line targeting. +- Add pathfinding only if needed. + +## 5. Art Scope Becomes Too Big +**Risk:** You try to build beautiful environments before the game is fun. + +**Solution:** +- Use low-poly stylized assets. +- Keep materials simple. +- Use strong color and silhouette. +- Polish one level before expanding. + +## 6. Performance Problems +**Risk:** Too many geese, enemies, and particles cause frame drops. + +**Solution:** +- Pool projectiles and enemies. +- Limit simultaneous enemies. +- Limit particles. +- Use simple collision shapes. +- Test performance early. + +--- + +# Minimum Playable Version Checklist + +Use this as your Phase 1 target. + +- [ ] First-person player can move. +- [ ] Mouse look works. +- [ ] Player can throw a goose. +- [ ] Goose flies forward. +- [ ] Goose spins. +- [ ] Goose hits enemy. +- [ ] Enemy takes damage. +- [ ] Enemy dies. +- [ ] Player gains currency. +- [ ] Wave 1 starts. +- [ ] Wave 2 starts after wave 1 completes. +- [ ] Player can win after final wave. +- [ ] Player can lose if health reaches 0. +- [ ] Basic UI shows health, currency, wave. +- [ ] Pause menu works. +- [ ] Placeholder goose sound plays. +- [ ] Placeholder enemy death sound plays. +- [ ] No major crashes in a 5-minute playtest. + +--- + +# Suggested First 14 Days + +If you want a very concrete start, do this for two weeks. + +## Days 1–3: Setup +- Create Godot project. +- Set up folders. +- Set up Git. +- Create autoloads. +- Create input actions. +- Create collision layers. +- Create simple greybox arena. + +## Days 4–7: Player + Goose +- Build first-person controller. +- Add mouse look. +- Add throw input. +- Create goose projectile. +- Make goose fly forward. +- Add basic collision. +- Add placeholder honk. + +## Days 8–10: Enemy +- Create enemy. +- Make enemy move toward player or base. +- Make enemy take damage. +- Make enemy die. +- Add placeholder enemy mesh. +- Add enemy death sound. + +## Days 11–13: Waves + UI +- Create wave manager. +- Spawn 3 enemies in wave 1. +- Spawn 5 enemies in wave 2. +- Add HUD. +- Add win/lose screens. + +## Day 14: Playtest +- Play the full loop. +- Note what feels bad. +- Fix the most important issue. +- Decide the next goose type to add. + +--- + +# Final Recommendation + +Start with this exact loop: + +> **Move → Aim → Yeet Goose → Goose Honks → Enemy Squishes → Feathers Drop → Next Wave** + +Once that loop feels good, add: +1. Turret geese. +2. Upgrades. +3. Enemy variety. +4. Bosses. +5. More levels. +6. Polish. + +The game does not need a complicated tower defense economy to be fun. It needs a satisfying goose throw, readable enemies, and a clear objective. If the goose yeet feels great, the rest will follow. \ No newline at end of file -- 2.54.0