--- name: tower-defense description: > Build a tower defense: enemies pathing along lanes, wave spawning, towers that auto-target and fire, an economy, and lives. Use for a tower-defense/wave-defense game, or balancing waves and economy. --- # Tower Defense A playbook for tower defense — enemy pathing, wave spawning, tower targeting, and the economy that ties them together. This is a **compositional** skill: it orchestrates pathing, AI, and UI into a TD loop. It does not re-teach pathfinding; it defines the systems and the balance levers (DPS vs. HP vs. income) that decide whether a TD is tense or trivial. ## When to use - Use when building a game where the player **places towers** that automatically attack **waves of enemies** following a path, spends earned currency to expand/upgrade, and loses if too many enemies leak through. - Use when designing wave composition/pacing, tower targeting priorities, or the gold economy. **When _not_ to use:** the player directly controls a shooter → `fps-shooter`. Free-form base building with needs → `survival-crafting`. For the pathfinding algorithm itself, use `game-ai`. ## Core loop **Prepare (place/upgrade towers with current gold) → start the wave → enemies path toward the goal while towers auto-fire → earn gold from kills → survive the wave → repeat against a harder one.** The tension is a planning puzzle: is my current DPS enough for what's coming, and can I afford the answer? ## Must-have systems 1. **Enemy path** — waypoint lanes, or grid + pathfinding for maze TD (refs). 2. **Wave spawner** — timed, scripted sequences of enemy types with per-wave scaling. 3. **Towers** — range, fire rate, damage, projectile/hitscan, splash; placement validity. 4. **Targeting** — per-tower priority (first/last/closest/strongest/weakest) (refs). 5. **Economy** — gold from kills + wave bonuses; tower/upgrade costs; sell refund. 6. **Lives / leak** — enemies reaching the goal cost lives; 0 = game over. 7. **Wave/prep UI** — lives, gold, next-wave preview, start-next-wave control. ## Design knobs | Knob | Effect | Notes | | ------------------------- | ----------------------- | ---------------------------------------- | | Enemy HP growth/wave | upgrade pressure | Geometric ~1.1–1.2× (refs). | | Income vs. HP curves | difficulty | Player should _almost_ afford each wave. | | Tower DPS / range / cost | tower identity | Cheap+wide vs. expensive+tall. | | Targeting priority | optimal placement | Changes play more than raw stats. | | Enemy variety | counters one-build wins | Fast / armored / flying / swarm / boss. | | Leak penalty | stakes | Cost lives _and_ lost bounty. | | Upgrade vs. build economy | strategy depth | Diminishing upgrade returns. | | Wave pacing | tension curve | Spike → breather → spike, not monotonic. | ## Patterns ### 1. Wave spawner (timed, data-driven) ```python # Pseudocode. A wave is data: a list of (enemy_type, count, spacing). Spawn over time. wave = [ ("grunt", 10, 0.5), ("runner", 5, 0.3), ("tank", 2, 1.0) ] def run_wave(wave): for enemy_type, count, spacing in wave: for _ in range(count): spawn_enemy(enemy_type, at=path[0]) # enter at the path start wait(spacing) # seconds between spawns (use a timer/coroutine) # wave clears when all spawned enemies are dead or have leaked ``` ### 2. Tower targeting (filter to range, then pick by priority) ```python # Pseudocode. "First" (furthest along path) is the standard default for stopping leaks. def acquire_target(tower, enemies, mode="first"): in_range = [e for e in enemies if distance(tower.pos, e.pos) <= tower.range] if not in_range: return None if mode == "first": return max(in_range, key=lambda e: e.progress) # furthest along path (stop leaks) if mode == "last": return min(in_range, key=lambda e: e.progress) # least progress (guard the entrance) if mode == "closest": return min(in_range, key=lambda e: distance(tower.pos, e.pos)) if mode == "strongest":return max(in_range, key=lambda e: e.hp) # burn down tanks first if mode == "weakest": return min(in_range, key=lambda e: e.hp) # secure kills / last-hit bounty return in_range[0] ``` ### 3. "Can this lane hold?" sanity check (DPS vs. HP) ```python # Pseudocode. One tower's damage to one enemy crossing its range. tower_dps = tower.damage * tower.fire_rate time_in_range = tower.range_coverage_length / enemy.speed damage_dealt = tower_dps * time_in_range # Lane holds if summed damage_dealt from covering towers >= enemy.hp (per enemy). See refs. ``` ## Pitfalls / failure modes - **Enemy HP scales slower than player income/DPS** → game trivializes after a few waves. Tune the HP curve against the income curve (refs). - **One dominant tower/strategy** → no decisions. Add enemy types that hard-counter builds (armored vs. rapid-fire, flying vs. ground-only) and diminishing upgrade returns. - **Maze TD that can fully block the goal** → enemies get stuck/softlock. Forbid placements that sever the path; recompute paths when towers change (refs). - **No next-wave telegraph** → specials feel random and unfair. Preview upcoming composition. - **Per-frame movement unscaled by `dt`** → speed varies with frame rate. Scale steering by `dt`. - **Leaks only cost lives, not gold** → leaking is sometimes optimal. Make leaks lose bounty too. - **Monotonic difficulty ramp** → exhausting. Pace spikes and breathers. ## Composition (build it from these skills) - **Pathing:** `game-ai` for A\*/flow-field/steering; for fixed lanes, simple waypoint following. - **Enemy movement:** `godot-2d-movement` (or engine equivalent) to move along the path; `unity-navmesh` for nav-based pathing. - **Map:** `godot-tilemap` / `unity-tilemap-2d` for the grid/lanes; `level-design` for map layouts. - **Data:** `godot-resources` / `unity-scriptableobjects` to define towers, enemies, and waves as assets. - **UI:** `game-ui-ux` for HUD layout, scaling, and the build menu; `godot-ui-control` for the concrete widgets (lives, gold, wave preview). - **Polish:** `audio-design` for fire/hit/leak sound cues. ## References - For path representations (waypoints / A\* / flow fields), targeting modes, DPS and economy math, enemy scaling, and wave pacing, read `references/balancing.md`.