Game Design Document: Rogue Robots

1. High-Level Concept

2. Core Gameplay Loop

3. Economy & Resources

4. Rogue-like Elements & Meta-Progression

5. Mechanics & Entities

6. Art & Audio Direction

7. Technical Scope

8. Unit Data (MVP Vertical Slice)

(Note: All player-deployed units share a 1-second Universal Deployment Cooldown).

NameRobot?MetalSiliconBatteriesSpawnHPDmgRangeArmorMove SpdAtk SpeedSpecial BehaviorUnlock
GruntY000Base3110MediumMediumNoneLvl 1
PunchbotY300Base5210MediumMediumNoneLvl 1
ZapbotY301Base3230MediumMediumNoneLvl 1
ScavengerY310Drop1110FastSlowInstead of pathing to base, paths to nearest resource. Self-destructs after picking up a resource.Lvl 1
BoombotY311Base31010FastFastDamage is AoE in small radius; self destructs after first attack.Lvl 2
TankbotY700Base7211SlowMediumNoneLvl 2
FloatbotY222Base3210MediumMediumCan fly -- doesn't need to follow path so moves in straight line to enemy base; Can only be attacked if range > 1.Lvl 3
BoomtrapN512Drop31010NoneNoneIf enemy walks within range, does damage in small radius then self-destructs.Lvl 3
Zap TowerN515Drop5230NoneMediumNoneLvl 3

9. Map & Procedural Generation

10. Enemy AI Pathing Logic

11. Controls & UI Interaction

12. Combat Logic & Targeting

13. Wave Pacing & Escalation