136 lines
4.6 KiB
Markdown
136 lines
4.6 KiB
Markdown
# YeetGeese - Design Document
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## Game Concept
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**YeetGeese** is a first-person tower defense game where the player defends a base by throwing geese as powerful projectiles. The core fantasy is absurdly simple but deeply satisfying: enemies approach your objective, and you yeet geese at them to stop them.
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---
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## Core Fantasy
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> *"I am alone in a 3D farm arena. Farm animals march toward my base. I aim with mouse, throw with a click, and watch geese crash into foes with satisfying honks, spins, and impact. Each throw feels powerful and purposeful."*
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- **Player**: A lone defender in first-person
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- **Weapon**: Throwable geese that act as both projectiles and temporary turrets
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- **Objective**: Protect the base from waves of approaching farm animals (Pigs, Chickens)
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- **Juice**: Every goose hit produces satisfying feedback (honks, feathers, screen shake)
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---
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## Core Loop
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```
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[ENEMIES SPAWN] → [PLAYER MOVES & AIMS] → [YEET GEESE] →
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[GEESE DAMAGE/DISTRACT ENEMIES] → [CURRENCY COLLECTED] →
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[BUY UPGRADES/NEW GEESE] → [WAVE COMPLETE?] → [NEXT WAVE (HARDER)]
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```
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### Breakdown:
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1. **Enemies spawn** at designated points and march toward the base
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2. **Player moves** through the arena, positioning for optimal throws
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3. **Player aims and yeets geese** using mouse look and click
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4. **Geese impact enemies**, dealing damage or causing knockback/stun
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5. **Currency drops** (feathers) from defeated enemies
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6. **Player spends currency** on upgrades or new goose types
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7. **Wave ends** when all enemies are eliminated
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8. **Next wave begins**, with more/enemy variety/difficulty
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---
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## MVP Scope
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### One Arena
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- Simple, open arena with clear spawn and base zones
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- Neutral terrain allowing free movement
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### One Player Controller
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- First-person movement (WASD + mouse look)
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- Throw input (left mouse button)
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- Basic health system
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### One Goose Type
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- **Basic Goose**: Standard projectile goose
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- Medium damage, standard speed
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- Spins on throw
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- Flees after impact or short lifetime
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### Two Enemy Types
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1. **Pig** (formerly Grunt) – Slow, low health, standard damage (meat shield)
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2. **Chicken** (formerly Runner) – Fast, low health, reaches base quickly
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### Five Waves
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| Wave | Enemies | Description |
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|------|-----------------------------------|---------------------------------|
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| 1 | 3 Pigs | Tutorial wave |
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| 2 | 5 Pigs | Slight increase |
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| 3 | 4 Pigs + 2 Chickens | Introduction of speed |
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| 4 | 6 Mixed (Pig/Chicken) | Mix of both types |
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| 5 | Boss wave: Oinker Boss | Large, high-health farm animal |
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### Basic Economy
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- **Starting currency**: 100 feathers
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- **Enemy drop**: 5–10 feathers per kill
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- **Goose cost**: Free for first type
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- **Upgrade/shop unlock**: Every 10 kills unlocks new goose slot
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### Basic UI
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- Top-left: Health bar, feather count
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- Top-right: Wave number
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- Pause menu (Escape)
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- Game over / Victory screens
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### Win/Lose Conditions
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- **Win**: Survive all 5 waves
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- **Lose**: Player health reaches 0
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---
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## Godot Setup Summary
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### Project Type
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- Godot 4.x, 3D project, Forward+ renderer
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### Directory Structure
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```
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res://
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├── scripts/ # GDScript files
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├── scenes/ # .tscn files
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├── assets/
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│ ├── audio/
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│ ├── meshes/
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│ ├── textures/
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│ ├── materials/
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│ └── animations/
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├── ui/ # HUD, menus
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├── data/ # Wave/upgrade configs
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├── autoload/ # GameState, EventBus, AudioManager
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└── tests/
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```
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### Autoloads
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- `GameState.gd` – Wave state, currency, lives, pause
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- `EventBus.gd` – Central signals for gameplay events
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- `AudioManager.gd` – SFX and music playback
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- `SettingsManager.gd` – Settings persistence
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### Collision Layers
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| Layer | Type |
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|-------|-------------------------|
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| 1 | Environment |
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| 2 | Player |
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| 3 | Enemy |
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| 4 | Goose projectile |
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| 5 | Goose turret |
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| 6 | Currency/pickups |
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| 7 | UI / trigger zones |
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---
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## Exit Criteria for Phase 0
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- [ ] Design document is complete (this one page)
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- [ ] Godot project opens cleanly in 3D mode
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- [ ] Folders and autoloads are created
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- [ ] Input map is configured (WASD, mouse, throw, pause)
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- [ ] MVP scope is documented and understood
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---
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*This document defines the foundation for a small but complete playable prototype. Phase 1 will build exactly this scope; additional content comes later.*
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