Game Concept Document

Blood Feud Legacy

Developed by: Jeffery Duncan & Cameron Hebert

 

Game Information:

Intended Audience: Teen and Up

Intended Length of Play: 30 minutes

Intended Platform(s): PC

 

Description:

Blood Feud Legacy is a top-down 2D dungeon editing defense strategy game where the player must defend their loot from generations of greedy, fame hungry heroes.

 

Backstory:

You are the immortal Dreadlord, evil to the core, and you love it. For many generations you have pillaged and looted the land with your mighty dark prowess. Your hoard is quite admirable, but to you it’s the only thing that matters. Now, who is this human who claims to be the child of your long-deceased rival? And he wants to reclaim HIS ancestor’s treasure? You’d love to see them try. In fact, they’ll have to pry it from your cold, dead claws AFTER they traverse the trap-infested and minion-swarmed dungeon you laid out before them! Hahaha! It’s good to be bad.

 

Game Experience:

The player takes the role of the Dreadlord. In this mighty position they must design a dungeon to prevent the loss of their precious treasure. This means the player will be able to create custom paths and design a twisting maze from a pre-generated cave. This will all be done through the dungeon editor, which will be active during the entirety of gameplay (until ‘Game Over’).

The dungeon editor will allow the player to designate areas of the dungeon they wish to change. The player will be able to select a rooms, buildings, and traps from an on screen menu to drag onto the dungeon to queue for construction. These additions require an empty dungeon floor to be placed on, so the player can also select a pickaxe on the menu to designate that tile to be dug out and cleared. However, the player cannot build for themselves (manual labor is beneath a Dreadlord) and the work cannot be done by magic, so the player must depend on their minions to build what they plan. Worker minions will automatically prioritize what to work on based on the order the player placed the constructions in the queue. If all worker minions die, then no more construction can be completed, so they must be protected!

In order to modify and edit their dungeon, the player is required to acquire and spend “Dark Influence”. The player is awarded Dark Influence at the end of every wave (successfully killing the current hero and his/her party) based on the amount of loot they have left, how many minions survived the wave, and any modifications to the dungeon that add Dark Influence (such as a trophy room to display the bodies of previously defeated heroes). Dark Influence can also be gained in the middle of the wave by committing evil acts such as forcing two minions to fight each other to the death.

At the end of every wave, the game will pause and a screen will appear with a breakdown of how much Dark Influence the player was awarded and why. The player will then be given the option to spend Dark Influence to scout the next hero and see their stats/traits before they arrive. After this, the player will be given the option to use Dark Influence to recruit more minions and where to place them. Finally, the game will pause until the player decides to continue and buildings or traps placed will have instantaneous construction(This simulates the time passing between one generation of hero and the next). After this time is up, the hero and their party will spawn and the game will continue as normal.

Minions are mostly autonomous and not directly controlled by the player. When a minion is recruited, the player places them in a square on the dungeon and they will stay in this general area until an enemy comes close and they will attack the closest one. The player can designate a target as a priority and the minions will try to attack that enemy first, regardless of it's distance. 

Each successive wave of enemies is made of a hero and their accompanying party. This hero is the son or daughter of the hero from the previous wave and will on average be slightly stronger than their predecessor. Their party is mostly made of cannon fodder, but it is possible that the hero has more useful members such as healers or wizards, so don't ignore them! The heroes themselves will have many traits and stats that will determine their strengths and weaknesses. Some of these stats include, but are not limited to, elemental resistances (ice, fire, etc), tracking (increases chance of finding the loot faster), leadership (increases party size), hauling (increases amount of loot hero can carry at once), and standard RPG stats (attack, defense, health, etc). Heroes can also have traits that drastically modify their abilities and the chance of having these traits increases every generation. One example of a trait is dragon slayer, which increases damage against dragons for the entire party and makes the hero immune to fire damage. The player must counter the strengths and exploit the weaknesses of the heroes by tweaking their dungeon with different traps and training their minions to become the perfect hero killing monsters.

When the hero first spawns they do not know where the player's loot is because the player has the ability to place two piles of fake loot in the dungeon and the hero does not know which pile is the real pile of loot. The hero will randomly choose between the fake and real loot and then head toward (a hero with a high tracking skill will be more likely to choose the real loot) their chosen loot. If the hero chooses the fake loot, once arriving they will realize it is fake and choose from the remaining loot piles. If the player has a trophy room, the hero may choose that as a destination and carry the bones of their ancestors out along with the loot. Once the hero finds the real loot, they will carry off as much as they are able to carry (depends on hauling skill) and head for the exit. If the player is able to kill the hero before they escape, they can recover the stolen loot or bones. 

The player will also be able to have a more personalized experience by being able to write each fallen hero’s epitaph on their gravestone and being able to choose their rival’s family name at the start of the game.


Winning/Losing

There will be two different game modes with one very simple note for both: Generations (waves) of heroes will attempt to haul the player’s precious loot away from them in loads. So just because the player loses a little to the hero doesn’t mean the game is over!

In the Story Mode, the player wins by surviving a predetermined number of generations, up to infinite. The game will end either when the player wins by surviving all of the waves, or when the player loses by having all of their loot taken.

In Survival (Sandbox) mode, the player will be given unlimited amounts of building power in order to design the biggest, most bad dungeon they can make. There is no winning this game mode, because the point is to see how long they can survive. The player loses once the hero makes it out of the dungeon with the last of their loot successfully.

 

Sketches

Screenshot of Dungeon Keeper, this game has a similar visual aesthetic to what we are hoping to accomplish


 


Art & Assets

2D sprites for dungeon tiles

2D sprite sheets for hero (heroines)

2D sprite sheets for minions (evil minions of evil)

2D sprites for dungeon clutter

2D sprites for various gold objects (treasure)

2D sprites of gravestones

2D sprites of bones

2D sprites of loot guardian

2D sprites for health bars

2D sprites for menu buttons

Main menu music

Main game background music

Game Over music