|
| 1 | +# Hostile Planets – Game Design Document |
| 2 | + |
| 3 | +<p align="center"> |
| 4 | + <img src="../../images/icons/doc.svg" alt="Game Design Document" width="40" /> |
| 5 | +</p> |
| 6 | + |
| 7 | +<p align="center"> |
| 8 | + <strong>A fast-paced twin-stick arcade survival shooter</strong><br/> |
| 9 | + <em>World Domination Software LLC — Game Design Document (Pre-Production Review)</em> |
| 10 | +</p> |
| 11 | + |
| 12 | +<p align="center"> |
| 13 | + ← <a href="./README.md">Back to README</a> | <a href="./Overview.md">Overview</a> | <a href="./Gameplay.md">Gameplay</a> |
| 14 | +</p> |
| 15 | + |
| 16 | +--- |
| 17 | + |
| 18 | +> **📋 Document Purpose** |
| 19 | +> |
| 20 | +> This document is a **pre-production design review** for *Hostile Planets*, intended for players, community members, and contributors. It exists to gather feedback and gauge interest before full development begins. This is not a development specification — it is a vision document focused entirely on **gameplay, design, and player experience**. |
| 21 | +> |
| 22 | +> We'd love to hear what excites you. Join the conversation in [Hostile Planets Discussions](https://github.com/World-Domination-Software/Projects/discussions/categories/hostile-planets-general). |
| 23 | +
|
| 24 | +--- |
| 25 | + |
| 26 | +## 📖 Table of Contents |
| 27 | + |
| 28 | +- [Game Overview](#-game-overview) |
| 29 | +- [Core Gameplay Loop](#-core-gameplay-loop) |
| 30 | +- [Player Objective](#-player-objective) |
| 31 | +- [Map Structure](#️-map-structure) |
| 32 | +- [Enemy Behavior](#-enemy-behavior) |
| 33 | +- [Fuel Risk System](#-fuel-risk-system) |
| 34 | +- [Special Items and Artifacts](#-special-items-and-artifacts) |
| 35 | +- [Powerups](#-powerups) |
| 36 | +- [Planet Modifiers](#-planet-modifiers) |
| 37 | +- [Scoring System](#-scoring-system) |
| 38 | +- [Visual Style](#-visual-style) |
| 39 | +- [Replayability](#-replayability) |
| 40 | +- [Future Expansion Ideas](#-future-expansion-ideas) |
| 41 | + |
| 42 | +--- |
| 43 | + |
| 44 | +## 🚀 Game Overview |
| 45 | + |
| 46 | +**Hostile Planets** is a fast-paced **twin-stick arcade survival shooter** inspired by classic arena games like *Robotron 2084*. Players pilot a lone spacecraft to dangerous alien worlds, racing to collect fuel resources while fighting off waves of increasingly ferocious alien creatures. |
| 47 | + |
| 48 | +Each planet is a deadly arena. Every run is a desperate race between greed and survival. |
| 49 | + |
| 50 | +| | | |
| 51 | +|---|---| |
| 52 | +| **Genre** | Twin-Stick Arcade Survival Shooter | |
| 53 | +| **Platform** | Mobile (primary target) | |
| 54 | +| **Perspective** | Top-down arena | |
| 55 | +| **Inspiration** | Robotron 2084, classic arcade survival games | |
| 56 | +| **Core Fantasy** | Lone hero versus impossible alien odds | |
| 57 | + |
| 58 | +The game is designed around short, intense sessions — perfect for mobile play. A single planet run should take **two to five minutes**, making every decision matter. |
| 59 | + |
| 60 | +--- |
| 61 | + |
| 62 | +## 🔄 Core Gameplay Loop |
| 63 | + |
| 64 | +Each session in Hostile Planets follows a clear, satisfying loop that keeps escalating tension from the first second to the last: |
| 65 | + |
| 66 | +``` |
| 67 | +🛸 Land on Planet |
| 68 | + ↓ |
| 69 | +🗺️ Explore the Arena |
| 70 | + ↓ |
| 71 | +⛽ Collect Fuel Scattered Across the Map |
| 72 | + ↓ |
| 73 | +👾 Survive Alien Swarms |
| 74 | + ↓ |
| 75 | +⚖️ Risk vs Reward: More Fuel or Return Now? |
| 76 | + ↓ |
| 77 | +🚀 Return to Ship — Deposit Fuel |
| 78 | + ↓ |
| 79 | +🌍 Unlock Next Planet |
| 80 | + ↓ |
| 81 | +🔁 Repeat with Increasing Difficulty |
| 82 | +``` |
| 83 | + |
| 84 | +> **Design Intent:** The core loop is intentionally simple — land, collect, survive, escape. The tension comes from the risk-reward decision of how long to stay before the aliens overwhelm you. |
| 85 | +
|
| 86 | +--- |
| 87 | + |
| 88 | +## 🎯 Player Objective |
| 89 | + |
| 90 | +The primary objective on every planet is the same: |
| 91 | + |
| 92 | +> **Collect enough fuel to power your ship and escape the planet alive.** |
| 93 | +
|
| 94 | +But it's never that simple. Here's what players must juggle every run: |
| 95 | + |
| 96 | +- ⛽ **Fuel scattered across the map** must be physically returned to the ship to count. |
| 97 | +- 💀 **Dying before depositing** means all carried fuel is lost — start the planet over or try again. |
| 98 | +- ⚖️ **Balancing risk and survival** is the core skill — knowing *when* to push further and when to run. |
| 99 | +- 🌊 **Alien swarms grow** — the longer you stay on a planet, the more dangerous it becomes. |
| 100 | + |
| 101 | +There is no hand-holding. The planet does not care if you make it out. |
| 102 | + |
| 103 | +--- |
| 104 | + |
| 105 | +## 🗺️ Map Structure |
| 106 | + |
| 107 | +Each level represents a **different alien planet**, rendered as a small, self-contained arena map designed for fast arcade play. |
| 108 | + |
| 109 | +### 🛸 Map Landmarks |
| 110 | + |
| 111 | +| Location | Description | |
| 112 | +|---|---| |
| 113 | +| **Player Ship (Center)** | Spawn point and fuel deposit zone. Always in the center of the map. | |
| 114 | +| **Fuel Deposits** | Scattered across the arena in clusters and isolated spots. | |
| 115 | +| **Enemy Spawn Points** | Enemies spawn from the edges and designated spawn zones. | |
| 116 | +| **Artifact Locations** | Rare item spawn points, randomized each run. | |
| 117 | + |
| 118 | +### 🌍 Planet Types |
| 119 | + |
| 120 | +Each planet features a unique **terrain style**, **visual theme**, and **environmental modifiers** that make every world feel distinct: |
| 121 | + |
| 122 | +| 🌿 Planet | Theme | |
| 123 | +|---|---| |
| 124 | +| **Alien Jungle** | Dense alien flora, bioluminescent ground cover, toxic spores | |
| 125 | +| **Ice Planet** | Frozen tundra, crystalline structures, blizzard visibility effects | |
| 126 | +| **Volcanic Planet** | Rivers of lava, ash clouds, crumbling terrain | |
| 127 | +| **Crystal Caverns** | Underground cave system, glowing crystal formations | |
| 128 | +| **Desert Ruins** | Ancient alien structures, sandstorms, open terrain | |
| 129 | +| **Abandoned Colony** | Derelict human outpost, dark corridors, unknown horrors | |
| 130 | + |
| 131 | +> **Design Goal:** Planets are primarily visual and thematic variations on the same core arena. The gameplay loop stays consistent — only the aesthetics, enemies, and modifiers change to keep runs fresh. |
| 132 | +
|
| 133 | +--- |
| 134 | + |
| 135 | +## 👾 Enemy Behavior |
| 136 | + |
| 137 | +Alien creatures are the primary threat. They spawn around the edges of the map and aggressively pursue the player. As planets progress, enemies become faster, smarter, and more relentless. |
| 138 | + |
| 139 | +### 🧬 Enemy Types |
| 140 | + |
| 141 | +| Enemy | Behavior | |
| 142 | +|---|---| |
| 143 | +| 🐛 **Swarm Creatures** | Slow individually, dangerous in numbers. Appear in large groups on early planets. | |
| 144 | +| 🐆 **Fast Hunters** | Speed-focused predators that close distance quickly. Appear on mid-tier planets. | |
| 145 | +| 🛡️ **Armored Enemies** | Require sustained fire to destroy. Slow but relentless. | |
| 146 | +| 💥 **Exploding Aliens** | Rush the player and detonate on contact. Clear them early — or use them against each other. | |
| 147 | +| ⭐ **Elite Monsters** | Rare, powerful creatures with unique attack patterns. High risk, high reward to defeat. | |
| 148 | + |
| 149 | +### 📈 Difficulty Scaling |
| 150 | + |
| 151 | +``` |
| 152 | +Planet 1–3 ░░░░░░░░░░ Slow swarmers, learning the map |
| 153 | +Planet 4–6 ████░░░░░░ Faster enemies, early hunters introduced |
| 154 | +Planet 7–9 ███████░░░ Mixed types, armored units appear |
| 155 | +Planet 10+ ██████████ Full chaos — elites, explosives, speed rush |
| 156 | +``` |
| 157 | + |
| 158 | +Enemy spawn rates increase the longer a player lingers on a planet. **Staying too long is always punished.** |
| 159 | + |
| 160 | +--- |
| 161 | + |
| 162 | +## ⛽ Fuel Risk System |
| 163 | + |
| 164 | +The fuel mechanic is the **beating heart of Hostile Planets**. It transforms simple collection into a high-stakes decision loop. |
| 165 | + |
| 166 | +### How It Works |
| 167 | + |
| 168 | +1. 🔍 Fuel canisters are scattered across the arena. |
| 169 | +2. 🤲 Players pick up fuel by moving over it — it is stored in a limited carry capacity. |
| 170 | +3. 🚀 Fuel only counts toward progression once deposited at the ship. |
| 171 | +4. 💀 **If the player is defeated before returning to the ship, all carried fuel is lost.** |
| 172 | + |
| 173 | +### The Risk vs Reward Decision |
| 174 | + |
| 175 | +``` |
| 176 | +┌─────────────────────────────────────────────────┐ |
| 177 | +│ LOW RISK PATH HIGH RISK PATH │ |
| 178 | +│ │ |
| 179 | +│ Deposit often Hold more fuel │ |
| 180 | +│ Stay near ship Explore further │ |
| 181 | +│ Lose little if killed Lose more if killed │ |
| 182 | +│ Slower progression Faster progression │ |
| 183 | +└─────────────────────────────────────────────────┘ |
| 184 | +``` |
| 185 | + |
| 186 | +> **Design Intent:** This system ensures every second on the planet is a calculated gamble. Players who play conservatively survive but progress slowly. Players who push their luck can clear planets faster — or lose everything. |
| 187 | +
|
| 188 | +--- |
| 189 | + |
| 190 | +## 💎 Special Items and Artifacts |
| 191 | + |
| 192 | +Rare **alien artifacts** occasionally spawn on the map. These are high-value, high-risk pickups — often located far from the ship, in dangerous territory. |
| 193 | + |
| 194 | +### 🏺 Artifact Types |
| 195 | + |
| 196 | +| Artifact | Effect | |
| 197 | +|---|---| |
| 198 | +| 🏺 **Ancient Alien Relic** | Massive score multiplier bonus | |
| 199 | +| 💎 **Energy Crystal** | Grants a temporary offensive ability boost | |
| 200 | +| ⚠️ **Unstable Power Core** | Detonates all enemies in a wide radius — but it's dangerous to carry | |
| 201 | + |
| 202 | +### What Artifacts Provide |
| 203 | + |
| 204 | +- 🏆 **Large score bonuses** — ideal for leaderboard competition |
| 205 | +- ⚡ **Temporary abilities** — shift the tide of battle for a short window |
| 206 | +- 💣 **Enemy clearing effects** — can save a player in a desperate situation |
| 207 | + |
| 208 | +> Artifacts function similarly to bonus items in classic arcade games — tempting, valuable, and always dangerous to pursue. |
| 209 | +
|
| 210 | +--- |
| 211 | + |
| 212 | +## ⚡ Powerups |
| 213 | + |
| 214 | +Temporary **powerups** appear randomly across the arena and give players a short-lived edge against alien swarms. They disappear if not collected quickly. |
| 215 | + |
| 216 | +### 🔋 Powerup Types |
| 217 | + |
| 218 | +| Powerup | Effect | |
| 219 | +|---|---| |
| 220 | +| 🔫 **Rapid Fire** | Dramatically increases firing rate for a short duration | |
| 221 | +| 🌀 **Spread Shot** | Fire spreads into a wide arc — great against swarms | |
| 222 | +| 🛡️ **Temporary Shield** | Absorb one hit without losing carried fuel | |
| 223 | +| 💨 **Speed Boost** | Short burst of movement speed — for escaping or repositioning | |
| 224 | +| 💥 **Area Shockwave** | Clears all nearby enemies in an instant explosion | |
| 225 | + |
| 226 | +> Powerups are **survival tools**, not game-breakers. They help a skilled player turn a desperate situation around — but they won't save someone who isn't paying attention. |
| 227 | +
|
| 228 | +--- |
| 229 | + |
| 230 | +## 🌐 Planet Modifiers |
| 231 | + |
| 232 | +Each planet may include an **environmental modifier** that adds a unique twist to the familiar gameplay loop. Modifiers stack with enemy difficulty to make each planet feel distinct. |
| 233 | + |
| 234 | +### 🔧 Modifier Examples |
| 235 | + |
| 236 | +| Modifier | Effect | |
| 237 | +|---|---| |
| 238 | +| 🪐 **Low Gravity** | Movement feels floaty — harder to stop and harder to dodge | |
| 239 | +| ☠️ **Toxic Atmosphere** | Slow HP drain while not inside the ship's safe zone | |
| 240 | +| 🌫️ **Reduced Visibility** | Fog obscures the outer edges of the map | |
| 241 | +| ⚡ **Enemy Speed Increase** | All aliens on this planet move significantly faster | |
| 242 | +| ☄️ **Meteor Showers** | Random meteor strikes create hazard zones on the map | |
| 243 | + |
| 244 | +> **Design Goal:** Modifiers are **spice, not overhaul**. They adjust strategy without changing the core gameplay loop. A veteran player should still feel capable — just challenged. |
| 245 | +
|
| 246 | +--- |
| 247 | + |
| 248 | +## 🏆 Scoring System |
| 249 | + |
| 250 | +Points are earned throughout each run. The scoring system is designed to reward skill, aggression, and risk-taking. |
| 251 | + |
| 252 | +### 🎯 How Points Are Earned |
| 253 | + |
| 254 | +| Action | Points | |
| 255 | +|---|---| |
| 256 | +| ☠️ Defeating an enemy | Per kill, scales with enemy type | |
| 257 | +| ⛽ Collecting and depositing fuel | Bonus for efficient fuel runs | |
| 258 | +| 💎 Collecting artifacts | High flat bonus | |
| 259 | +| ⏱️ Surviving longer | Time-based survival bonus | |
| 260 | +| 🌍 Planet completion | Completion bonus scales with difficulty | |
| 261 | + |
| 262 | +### 📊 Score Tracking |
| 263 | + |
| 264 | +``` |
| 265 | + Per Planet ────► High score table per planet |
| 266 | + Per Run ────► Total score across all planets in one session |
| 267 | + Leaderboard ────► Global comparison with other players |
| 268 | +``` |
| 269 | + |
| 270 | +> High scores encourage **replayability** — players who master a planet's enemy patterns and modifier interactions will always have room to improve their score. |
| 271 | +
|
| 272 | +--- |
| 273 | + |
| 274 | +## 🎨 Visual Style |
| 275 | + |
| 276 | +*Hostile Planets* uses a **low-poly stylized art direction** that prioritizes clarity and visual excitement over realism. |
| 277 | + |
| 278 | +### Design Pillars |
| 279 | + |
| 280 | +| Pillar | Description | |
| 281 | +|---|---| |
| 282 | +| 🎯 **Readability First** | Enemy silhouettes are always distinct and clearly readable at a glance | |
| 283 | +| 🌈 **Bright, Vivid Colors** | Each planet uses a strong color palette to create immediate atmosphere | |
| 284 | +| 🕹️ **Arcade Energy** | Visual effects — explosions, pickups, score popups — are punchy and satisfying | |
| 285 | +| 🪐 **Alien Character** | Environments feel genuinely alien, not just re-skinned Earth settings | |
| 286 | + |
| 287 | +### Visual References |
| 288 | + |
| 289 | +- **Alien Jungle** → Deep greens and glowing purples, bioluminescent ground lighting |
| 290 | +- **Ice Planet** → Cold whites and blues, sharp crystalline geometry |
| 291 | +- **Volcanic Planet** → Deep reds and oranges, glowing lava channels |
| 292 | +- **Crystal Caverns** → Multi-spectrum crystal refractions, underground darkness broken by vivid color |
| 293 | +- **Desert Ruins** → Warm ochres and sandy browns, ancient glyphs, dust particle effects |
| 294 | +- **Abandoned Colony** → Grey industrial tones with flickering emergency lighting |
| 295 | + |
| 296 | +> The goal is that each planet should be **immediately recognizable** in a screenshot and feel meaningfully different to explore. |
| 297 | +
|
| 298 | +--- |
| 299 | + |
| 300 | +## 🔁 Replayability |
| 301 | + |
| 302 | +*Hostile Planets* is designed to be played many times. Every run should feel **familiar but never identical**. |
| 303 | + |
| 304 | +### What Changes Each Run |
| 305 | + |
| 306 | +| Element | Variation | |
| 307 | +|---|---| |
| 308 | +| 👾 **Enemy Spawns** | Randomized spawn timing and positions each run | |
| 309 | +| 💎 **Artifact Locations** | Randomly placed on each planet load | |
| 310 | +| ⚡ **Powerup Timing** | Powerups appear at randomized intervals and locations | |
| 311 | +| 🌐 **Planet Modifiers** | Applied per planet, creating different challenge profiles | |
| 312 | + |
| 313 | +### What Drives Players Back |
| 314 | + |
| 315 | +- 🏆 **High Score Competition** — always a reason to run one more time |
| 316 | +- 📈 **Skill Growth** — learning enemy patterns rewards repeated play |
| 317 | +- 🌍 **Planet Variety** — distinct environments keep the game feeling fresh |
| 318 | +- ⚡ **Short Sessions** — each planet run is short enough to always fit in one more |
| 319 | + |
| 320 | +--- |
| 321 | + |
| 322 | +## 🔭 Future Expansion Ideas |
| 323 | + |
| 324 | +The following are **potential directions** for expanding *Hostile Planets* after the core experience is established. These are ideas, not commitments. |
| 325 | + |
| 326 | +| Idea | Description | |
| 327 | +|---|---| |
| 328 | +| 🌍 **Additional Planets** | More alien worlds with unique environments and enemy sets | |
| 329 | +| 👽 **New Alien Enemy Types** | Expand the enemy roster with new behaviors and attack patterns | |
| 330 | +| 🏯 **Boss Encounters** | Rare mega-bosses that appear between planet runs as endurance challenges | |
| 331 | +| 🛸 **New Player Ships** | Different ship classes with varied carry capacity, speed, and weapon loadouts | |
| 332 | +| 👥 **Multiplayer Survival** | Co-op survival modes where players coordinate fuel collection and enemy defense | |
| 333 | + |
| 334 | +> Have a feature idea or want to vote on what gets built next? Join the discussion at [Hostile Planets Discussions](https://github.com/World-Domination-Software/Projects/discussions/categories/hostile-planets-general). |
| 335 | +
|
| 336 | +--- |
| 337 | + |
| 338 | +## 📣 Share Your Feedback |
| 339 | + |
| 340 | +This document exists to **start a conversation**. We want to know: |
| 341 | + |
| 342 | +- 🎮 Does the core risk-vs-reward fuel mechanic sound fun to you? |
| 343 | +- 🌍 Which planet types are you most excited to explore? |
| 344 | +- 👾 What enemy types sound the most interesting to fight? |
| 345 | +- ⚡ Are there powerups or mechanics you'd love to see added? |
| 346 | + |
| 347 | +Drop your thoughts in the [Hostile Planets Discussions](https://github.com/World-Domination-Software/Projects/discussions/categories/hostile-planets-general) — your feedback directly shapes what gets built. |
| 348 | + |
| 349 | +--- |
| 350 | + |
| 351 | +<p align="center"> |
| 352 | + <img src="../../images/icons/support.svg" alt="Discussions" width="28" /> |
| 353 | + |
| 354 | + <img src="../../images/icons/roadmap.svg" alt="Roadmap" width="28" /> |
| 355 | + |
| 356 | + <img src="../../images/icons/bug.svg" alt="Bug Reports" width="28" /> |
| 357 | +</p> |
| 358 | + |
| 359 | +**→ [README](./README.md) · [Overview](./Overview.md) · [Gameplay](./Gameplay.md) · [Getting Started](./Getting-Started.md) · [Implementation Notes](./Implementation-Notes.md)** |
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