INTRODUCTION
“MalwareTypes” is a 2D, top-down typing and strategic defense game designed to test a player’s reaction time and touch typing ability. The game will employ moving text, tiled backgrounds, and animated sprites, as well as collision detection, AI pathfinding, and efficient memory management.
TECHNOLOGY
MalwareTypes will be developed for modern web browsers using the Phaser game engine for JavaScript. Phaser will be used for rendering artwork, the physics system, and audio management. Artwork will be drawn in GIMP and the Tiled map editor.
BACK STORY
The player controls a computer security system tasked with defending its host from various malicious attacks. Unfortunately the host exists on an unsecure network, and is especially vulnerable from random external threats. The player must detect and prevent these threats from damaging the system, and may deploy additional automated defenses to assist them.
OBJECTIVE
The player’s objective is to accumulate as many points as possible. Points are granted for each threat that is eliminated before the game is over, which occurs when the player’s “firewall” is destroyed by attacks that make it through the defense system. At the end of the game additional points will be granted for the time that the player lasted, their average typing speed, and their typing accuracy.
GAMEPLAY
The game will be viewed from a top-down perspective, with attacks approaching from the left side of the screen towards the player’s immovable firewall on the right. These attacks can be eliminated by typing out words as they appear on the screen. In addition to points, defeating attacks also grants resources that can be used to build automated defenses that can help the player. These resources will be expressed in computer terminology, such as CPU, Memory, or Disk. Different resources can be used to construct different buildings.
The malware threats will come in waves that become increasingly difficult as the game goes on, with harder-to-type words and more enemies per wave. Any enemy that manages to make it all the way past the player and into the firewall will deal some damage. Certain enemies may have special abilities or characteristics, such as requiring multiple words to kill, moving faster, or hiding their word after a certain point. In addition, some attacks will have special effects upon dealing damage, such as locking down the player’s ability to type for a few seconds, stealing some of their resources, or spawning additional enemies.
The game will end when the firewall is completely destroyed; the player’s final score will be calculated and used to determine whether they may advance to the next level, or if they are on the final level, the score will be added to a leaderboard.
Defenses will include turrets that help slow down the movement speed of enemies, weaken their special abilities, or periodically recover some firewall health. Another type of defense would be traps, which are placed on the ground and consumed after one use to “damage” the enemies, represented by removing some of the letters needed to be typed. A third type of defense would be walls, which can be placed to reroute the enemies, forcing them onto traps or less efficient paths. Walls cannot be used to completely block the enemies from making a path to the firewall.
CONTROLS
This game will naturally be played mostly on the keyboard, though the mouse can be used to interact with the user interface. Once started, use the following:
GRAPHICAL USER INTERFACE
Splash
Main Menu
Level Select
Controls
Help
In-Game
ARTWORK
All artwork in the game will be original. The following needs to be created:
SOUND EFFECTS
All sound effects will be original. Sounds must be made to coincide with each of the following events:
MUSIC
Original game music will composed, to play while the game is in progress.