Files
YeetGeese/AI Docs/PLAN.md
T
2026-09-04 15:05:25 -07:00

30 KiB
Raw Blame History

Here is a practical phase plan for YeetGeese, an over-the-shoulder third-person tower defense game where the main weapon is thrown geese, built in Godot 4. Im 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:
      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 an over-the-shoulder third-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. Third-Person Player Controller

Create an over-the-shoulder third-person player controller using Godots CharacterBody3D.

Basic structure:

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:

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:

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:

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:

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:

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 Godots 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: third-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:

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:

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:

class_name WaveDef
extends Resource

@export var wave_number: int
@export var enemies: Array[EnemyGroup]
@export var reward: int
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:

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 third-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:

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.
  • 35 goose types.
  • 46 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.
  • 23 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 third-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 1015 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.

For a first indie release, target:

  • 35 levels.
  • 812 goose types.
  • 812 enemy types.
  • 23 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.
  1. 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.
    • Third-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:

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:

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:

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.

func play_sfx(id: String) -> void:
    # play sound
    pass

Scene Structure

Main.tscn

Main
  - WorldEnvironment
  - DirectionalLight3D
  - Camera3D, if needed
  - Player
  - EnemySpawner
  - Base
  - UI
  - AudioStreamPlayer

Player.tscn

Player
  - CharacterBody3D
    - CollisionShape3D
    - Camera3D
    - ThrowOrigin
    - Hand / GooseModel
    - AnimationPlayer
    - AudioStreamPlayer3D

GooseProjectile.tscn

GooseProjectile
  - Area3D
    - CollisionShape3D
    - MeshInstance3D
    - GPUParticles3D
    - AudioStreamPlayer3D

Enemy.tscn

Enemy
  - CharacterBody3D
    - CollisionShape3D
    - MeshInstance3D
    - AudioStreamPlayer3D
    - HealthBar

TurretGoose.tscn

TurretGoose
  - Area3D
    - CollisionShape3D
    - MeshInstance3D
    - TargetDetector
    - PeckAnimation
    - AudioStreamPlayer3D

Suggested Script Examples

Player Throw Input

Simplified:

@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

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

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

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 12 weeks Project setup, MVP scope
Phase 1: Prototype 24 weeks Playable throw-enemy loop
Phase 2: Core Systems 46 weeks Waves, economy, towers, upgrades
Phase 3: Vertical Slice 48 weeks Polished one-level demo
Phase 4: Full Production 816 weeks Full game content
Phase 5: Polish & Optimization 24 weeks Stable, fun build
Phase 6: Launch Prep 23 weeks Store page, build, marketing
Phase 7: Post-Launch Ongoing Patches, updates

For a tighter indie scope, the full project could be around 612 months part-time or 24 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. Third-Person vs. 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 13: Setup

  • Create Godot project.
  • Set up folders.
  • Set up Git.
  • Create autoloads.
  • Create input actions.
  • Create collision layers.
  • Create simple greybox arena.

Days 47: Player + Goose

  • Build third-person player controller.
  • Add mouse look.
  • Add throw input.
  • Create goose projectile.
  • Make goose fly forward.
  • Add basic collision.
  • Add placeholder honk.

Days 810: 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 1113: 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.