Castle Defense Game
Ok, so I've drawn out some shoddy HUD for what this game might look like, and I will use it to explain each facet of the game. After I explain each portion of it, I will explain the overall game structure, how battles fit in, and what happens outside of battle.
Game View (Center Left)
This is where the action is. If the player is controlling a unit, they will be centered in this box. If the player is in "Camera Mode," they will control the view in this box. The game view is essentially a zoomed in portion of the map.
Mode (Bottom Left)
This mode toggles between the control style of the game view. In unit mode, the camera focuses on the selected unit, and the player controls their movement with the arrow keys. In camera mode, the player controls the camera with the arrow keys, in order to get a view of the castle and see what is happening without interrupting unit actions.
Map (Top Right)
The map shows the whole view of the castle. There are 5 sections of the map: North, East, South, West, and the Gate. Units can be placed in these 5 areas, and will defend whatever spot they are placed in. Canons and other defenses can be placed along the walls for units to man, and enemies will charge different sides of the castle at different times. For this reason, the player must distribute soldiers proportionally as to not give the castle any weak spots. On the map, the player can check where units are, where enemies are approaching, and what damage has been done where.
Units (Far Left)
Here the player can see the active units. In addition to numbers, there are icons showing what type of unit that number is. There are 3 types of units: Swordsmen, Archers, and Builders. Swordsmen fight intruders and man certain equipment and machinery. Archers fire at enemies outside castle walls and man certain equipment and machinery. Builders assemble defenses and repair machinery and defenses.
Each unit has melee combat stats, but they are different. Swordsmen have the highest offense and defense against melee enemies. Archers have slightly lower melee combat skills. Builders have about half the combat stats of swordsmen. I won't make any number claims for balancing reasons, but let's say swordsmen have an attack of 8, archers 6, and builders 3.
In "Unit Mode," buttons Q and W switch the selected area, North, East, South, West, or Gate. Each area can have up to 10 units, recommended 4 swords, 4 archers, and 2 builders. Each area has a separate list of units. Units can be cycled through with the A and S buttons (or buttons you see fit) or can be selected by number with the number keys, 1-0.
Z, X, C, and Esc (Bottom Right)
These buttons each bring up a menu (preferably with a picture to make it fancy) corresponding to the word next to them. The menus should pause the game, and allow the player to manage their resources and production.
The baker produces food for the units to keep them healthy. He also can produce hot oil for traps on the walls. The blacksmith can make weapons and machines for the defending units. In battle, he must make products one at a time. However, more smiths can be hired to increase the simultaneous production. The carpenter makes barricades, catapults, and ballistas. Each of the shops can be upgraded to produce higher level items (swords, bows, barricades, catapults, etc.)
In battle, all machinery and barricades must be assembled by builders. Only archers can man ballistas. Only swordsmen and builders can man canons. Anyone can man catapults.
Escape brings up the main castle menu. Units can be sorted here, moved between areas, and equipped with different equipment. This menu also has information on the player's status versus warring kingdoms and has options to save, load, and quit.
Battle Vs. Idle
Once a battle is finished, the player enters a menu where they have full control of the castle without time restraints. The player receives money for winning the battle and metal, wood, and wheat from the town. Money can be spent on units, machinery, equipment, and defenses. Money is obtained by winning a battle, defeating an enemy unit, trading with other kingdoms, or asking for donations from other kingdoms. In idle mode, the player can manage their units, repair the castle, buy and place defenses and barricades, speak with other kingdoms, and upgrade the mines, farms, and foresters in town. When upgraded, the town gives more resources to the castle at the end of each battle.
In a battle, the baker, blacksmith, and carpenter have to spend time creating the desired equipment. In addition, the defenses must be assembled by available builders, which takes a brief amount of time. When units take too much damage, they become wounded. When wounded in battle, they must spend time in the infirmary. This may last an entire battle. In battle, the player can use food produced by the baker on units to heal them. The player cannot speak with other kingdoms while in a battle. Once a battle is won, the player can choose to steal from the remaining troops for bonus gold, or can spare them for a political advantage. A battle is lost if all units are lost. If the front gate is broken, all productions stop.
Idle mode is meant to prepare for battle. Battle mode is to defend and maintain defenses and is not intended for building new defenses.
There are other warring kingdoms who are all defending just as you are. Some of them despise you, some of them support you, most of them just want your money. Think Sid Meier's Civilization for this part. I don't know how many kingdoms would be a good number. I say 10. Perhaps the player can choose how many kingdoms there are as a difficulty meter. In addition to the kingdoms, there is a Merchants' Guild. They are neutral and will trade with you regardless of your affiliation. They do not fight.
Relationships can be made better by giving gifts (money or equipment), trading, or sparing the enemy after a victory. Relationships can be slandered by telling other kingdoms to piss off, or by pillaging remaining troops after a victory. The status of a relationship is represented by a number 0-100. 100-91 is excellent, 90-81 is great, 80-71 is good, 70-61 is neutral, 60-51 is bad, 50-21 is terrible, and 20-0 is absolute hatred. The current relationship with a kingdom affects the influence of actions. Sparing an enemy that hates you will add 0 to the relationship. Giving gifts to kingdoms that already like you will increase the relations number.
The player may want to produce extra swords, bows, etc. while in battle to give or trade with other kingdoms.
Winning the Game
This is the one thing I'm kind of stuck on. The way I see it, there are 3 ways to have the game end. There could be a set amount of levels, and after the player wins each level, they ultimately win. The player could win when all kingdoms are either aligned with their kingdom or have surrendered. The player could win after earning a certain amount of gold. I'd say the second one, but it may take too much time to do, so I'll let that be your call.
I hope this covers everything. Again, I'm always open for clarification, just tell me which parts were vague or not complete enough and I'll work on it. I will post a rundown for the equipment and machinery upgrades later, but I've spent like 2 hours on this already.
P.S. I don't mean to insult anyone's intelligence with the whole "top left top right" stuff describing the HUD, my stuff just isn't very organized and I didn't want to risk confusion.
I can't write in cursive.