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MEDINA Project Game Design Document MEDINA.................................................... 1 1.0 Overview.............................................. 4 1.1 Key Features.........................................4 1.2 Project Points.......................................4 2.0 UI Flow and Functionality.............................5 2.1 Logos and Cert Info..................................5 2.2 Splash Page..........................................5 2.3 Front-End Menus......................................5 2.3.1 Main Menu........................................ 5 2.3.1.1 Continue Game..................................5 2.3.1.2 New Game....................................... 5 2.3.1.3 Load Game...................................... 5 2.3.1.4 Settings....................................... 6 2.4 In-Game Menus........................................6 2.4.1 Pause Menu....................................... 6 2.4.2 Character Menu...................................7 2.4.3 Save Screen...................................... 7 3.0 General Game Structure................................7 3.1 Level Loading Screen.................................7 3.2 Level Intro Story....................................7 3.3 Gameplay.............................................8 3.4 The Boss Fight.......................................8 3.5 Victory Screen.......................................8 4.0 Game Type Descriptions................................9 4.1 Objective............................................9 5.0 Combat, Stats, Attacks & Items........................9 5.1 General Combat.......................................9 5.1.1 Combat Formulas..................................9 ©2012 Game Design II class, Wed 12:30pm. for an audiovisual and/or non-dramatic literary work. Images are meant as indicators of design direction and are not meant to represent final art. All rights reserved. Confidential. Printed 4/14/2022. 1

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MEDINAProject Game Design Document

MEDINA.............................................................................................................................11.0 Overview........................................................................................................................4

1.1 Key Features..............................................................................................................41.2 Project Points.............................................................................................................4

2.0 UI Flow and Functionality.............................................................................................52.1 Logos and Cert Info...................................................................................................52.2 Splash Page................................................................................................................52.3 Front-End Menus.......................................................................................................5

2.3.1 Main Menu..........................................................................................................52.3.1.1 Continue Game................................................................................................52.3.1.2 New Game.......................................................................................................52.3.1.3 Load Game.......................................................................................................52.3.1.4 Settings............................................................................................................6

2.4 In-Game Menus.........................................................................................................62.4.1 Pause Menu.........................................................................................................62.4.2 Character Menu..................................................................................................72.4.3 Save Screen.........................................................................................................7

3.0 General Game Structure................................................................................................73.1 Level Loading Screen................................................................................................73.2 Level Intro Story........................................................................................................73.3 Gameplay...................................................................................................................83.4 The Boss Fight...........................................................................................................83.5 Victory Screen...........................................................................................................8

4.0 Game Type Descriptions...............................................................................................94.1 Objective....................................................................................................................9

5.0 Combat, Stats, Attacks & Items.....................................................................................95.1 General Combat.........................................................................................................9

5.1.1 Combat Formulas................................................................................................95.2 Player Damaged.......................................................................................................105.3 Player Death.............................................................................................................105.4 Enemy Damaged......................................................................................................105.5 Enemy Death...........................................................................................................105.6 Player and Enemy Stats...........................................................................................10

5.6.1 Player Stats.......................................................................................................105.6.2 Enemy Stats......................................................................................................11

5.7 Weapons and Armor................................................................................................115.7.1 Melee Weapons................................................................................................11

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5.7.2 Bow Weapons...................................................................................................125.7.3 Magic Wands....................................................................................................135.7.4 Armor................................................................................................................135.7.5 Equipping Weapons and Armor.......................................................................155.7.6 List of Weapons and Armor.............................................................................15

5. 8 Experience/Expertise Gain.....................................................................................155.9 Items........................................................................................................................15

5.9.1 Equipping Items................................................................................................166.0 Enemies........................................................................................................................16

6.1 Fighters....................................................................................................................166.2 Archers.....................................................................................................................176.3 Mages.......................................................................................................................176.4 Balog(Castle Level Boss)........................................................................................17

7.0 Controls & Mappings..................................................................................................187.1 Menu Control...........................................................................................................18

8.0 Locations......................................................................................................................209.0 Assets...........................................................................................................................20

9.1 Player.......................................................................................................................209.2 Enemies....................................................................................................................219.3 Weapons..................................................................................................................229.4 Armors.....................................................................................................................229.5 Player HUD.............................................................................................................229.6 Environment............................................................................................................239.7 UI / Menu Sounds....................................................................................................239.8 Music.......................................................................................................................239.9 Generic Level Assets / Sounds................................................................................239.10 VFX.......................................................................................................................249.11 VO..........................................................................................................................25

10.0 Storyboards................................................................................................................26

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1.0 OverviewMedina is a 3D side scrolling action platformer infused with RPG elements. The player explores the environment and fights enemies along the way all the while gaining experience and becoming a more powerful hero.

1.1 Key FeaturesCustomizable Hero

Players can customize their Hero with an array of different kinds of armor sets, equip different types of weapons, and choose to wield an arsenal of devastating spells.

Combat Based leveling Players become stronger through combat. The more they use a particular type of

attack, the more proficient they come in that discipline and ultimate forger their Hero into that type of character. A player who uses strictly melee creates a warrior; magic a mage, and ranged a Ranger.

Unlockable Spells and Equipment Weapons and spells await discovery in Medina. The player can find new

equipment and weapons in chest scattered throughout the lands or by looting the corpse of their slain foe.

Explorable 3D levels This offers the player a chance to explore his surroundings and venture off to find

potential hidden treasures. Other games of similar genres (platformers with RPG elements) do not offer explorable levels.

1.2 Project Points Release Date: TBS ESRB Rating: T 13+ HVS Platforms: PC Audience: Platformer arcade fans, Teens to young adults

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2.0 UI Flow and Functionality2.1 Logos and Cert Info

Video logos for Medina, Unity, and Design Team play

2.2 Splash Page Simple Introductory page with the game’s title with only one option for the player

o The player is prompt “Enter” to start.

2.3 Front-End Menus

2.3.1 Main MenuThis menu screen provides a number of options to the player:

Continue Gameo Player may choose to continue the previous play session. If no session is

in memory, option is grayed out New Game

o Player may choose to start a new game. This brings them to the character creation screen.

Load Gameo Leads to the Load Game screen

Settingso Leads to the Settings Screen for options such as sound, graphics, and key

mapping

The player selections an option by using the mouse to move the cursor over and option and clicking the left mouse button or by using the arrow pad to move up and down and hitting “Enter.”

2.3.1.1 Continue GameHere, the player chooses to continue play from a previous session.

The game checks the save game logs and pulls the save with the most recent time stamp. The game then loads it and the player continues his adventure from the save point / checkpoint.

2.3.1.2 New GameIn this dialogue, players choose a name for their Hero and confirm by hitting the “Enter” key or clicking “Confirm” with the mouse.

After creation, this leads to the Tutorial Level of the game.

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2.3.1.3 Load GameFrom this screen, players choose a previous save file to continue playing from.

There are a series of slots down the screen with save info contained in themo If there is no save info in the slot, it reads “Empty”

Players navigate the slots with the mouse or the arrow keys and choose a save file to load by hitting the “Enter” key or clicking the left mouse button.

The game the takes the selected file and loads the game and the player continues his game.

2.3.1.4 SettingsIn this screen, players can choose to edit certain settings of the game.

Soundo Master Volume – A slide bar that raises or decreases the master volume of

the gameo Sound Effects – A slide bar that raises or decreases the sound effects of

the gameo Music – A slide bar that raises or decreases the music volume of the game

Graphicso A slide bar that increases or decreases the brightness of the game

Key Mapo Displays an image of the key mapping of the game.o Players cannot change any of the key maps

2.4 In-Game Menus

2.4.1 Pause MenuThe Pause Menu can be activated at any time by pressing the “P” or “Esc” Keys.

Returno Exits the menu and returns to the game

Settingso Pulls up the Settings screeno Same as Settings screen detailed above

Keyso Displays Key Map diagramo Same as Key Map detailed above

Charactero Directs Character / Inventory Menu

Inventoryo Directs Character / Inventory Menu

Save

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o Directs to Save Screen Load

o Directs to Load Screeno Same as detailed above

Quito Exits and closes the program

2.4.2 Character MenuFrom this menu, the player can review his Hero’s stats, and abilities.

Character Depictiono An image of the player character

Character Informationo Here players can see their Hero’s development and stats

Health bar to depict current Health Mana bar to depict current Mana Zeal indicator Armor indicator Experience bar to indicate progress towards next level Current Level Indicator Hero Name Melee Expertise progress and level Ranged Expertise progress and level Magic Expertise progress and level

2.4.3 Save ScreenHere, players can choose a save slot to save their game for future progress

The current games information is displayed across the top and a series of slots go down the screen.

o Similar to the Load Screen detailed above Players choose a slot to save

3.0 General Game Structure3.1 Level Loading ScreenThis is a simple splash screen with the name of the game and an image of the player’s Hero.

3.2 Level Intro StoryThis is a simple presentation at the start of the level before control is given to the player, which details some background info on the story, the particular level / area, the objectives, etc.

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3.3 GameplayThe level(s) of the game in which the player attempts to meet the objective(s) and progress to the boss(es).

3.4 The Boss FightThe players attempt to kill the boss without being killed in return using their equipment and anything special they may have acquired in the level.

3.5 Victory ScreenThis screen has the player’s Hero in a heroic pose and “Victory” across the top. This instills a sense of victory and accomplishment in the player.

After clicking, “Proceed” the level load screen for the next level pops up and the next level loads.

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4.0 Game Type DescriptionsThere is only one game type in Medina, which is the single player campaign. Players are pitted against hordes of the Dragon Lord’s minions and they must fight them in order to defeat the bosses at the end of each level. In doing so, the player comes closer to fighting the Dragon Lord himself at the final boss battle.

4.1 ObjectiveThe sole objective for the player is to progress towards the boss battle in each level and defeat it. In doing so, the player weakens the Dragon Lord’s grasp of the world, reclaiming it for Man.

5.0 Combat, Stats, Attacks & Items5.1 General Combat“Combat” occurs when the player engages an enemy. The player and enemy attack each other in real time in order to deplete the other’s HP to or below 0. When a player or enemy’s HP drops to or below 0, they die.

5.1.1 Combat FormulasWhen something hits an enemy that does damage, the following equation calculates damage:

TrueDamage = Mathf.RoundToInt((float)((RawDamage + Mathf.RoundToInt(RawDamage*DamageVariance)) - (RawDamage * EnemyDamageReduction)))

Where DamageVariance is a double between 0.00 and 0.15, and RawDamage is the following (CLASS is the weapon class (Melee, Bow, Magic) of the weapon used):

10*(ThisWeapon.BaseDamage + (PlayerTarget.GetComponent<PlayerStats>().CLASSLevel + PlayerTarget.GetComponent<PlayerStats>().PlayerZeal))

When something hits the player that does damage, the following equation calculates damage:

TrueDamage = Mathf.RoundToInt((float)((RawDamage + Mathf.RoundToInt(RawDamage*DamageVariance)) - (RawDamage*((PlayerZeal/100) + ArmorReduction))));

Where damage variance is a double between 0.00 and 0.15, and RawDamage is the following:

8* (ThisWeapon.BaseDamage)

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5.2 Player DamagedWhen the player collides with the hit box of an enemy, enemy attack or other hazard, the player takes damage (HP – damage), player hit sound effect is played, is knocked directly backwards slightly, gains a brief period of invincibility (>=2sec).

A player can be damaged on the ground, during walking/running, in mid-air, during melee attack, during ranged attack and during a magic attack.

Getting damaged cancels any attack being executed.

5.3 Player DeathWhen the player’s HP drops below 0, the player dies.

1. Death Animation and Death Scream2. Death Jingle and screen fades out3. Screen fades in and player is at last checkpoint/start of the level

Enemies respawn, objects reset and switches/events triggered are reset (after checkpoint).

HP/MP are restored to full. EXP and Expertise are carried over and are unaffected.

5.4 Enemy DamagedWhen an enemy collides with the hit box of an attack from the player, the enemy takes damage (HP – damage). Enemy flashes once to indicate hit, and a number shows up above the enemy showing the amount of damage it has taken (approx.1second). Sound of the specific attack or attack type hitting and a distressed sound of the enemy taking damage play at this time.

Enemy attacks cannot be interrupted by the player attacks. Exception: Enemy attack will be interrupted by its death animation when hit

by an attack that kills it.

5.5 Enemy DeathWhen the enemy’s HP drops below 0, the enemy dies.

1. Death Animation and Death Scream2. Enemy fades away3. If applicable: Items appear where an enemy was standing and a sound effect notifies to signal that an item has been dropped.

5.6 Player and Enemy Stats

5.6.1 Player Stats HP – Hit Points. Decreases equal to damage taken. Player loses (dies) when

HP drops to or below 0. MP – Mana Points. Decreases when player casts a spell. Player cannot cast a

spell if he doesn’t have enough MP. MP regenerates slowly over time. Zeal – An overall bonus to attack damage (All attacks) and an overall

decrease to damage taken (Damage Resistance).©2012 Game Design II class, Wed 12:30pm. for an audiovisual and/or non-dramatic literary work.

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EXP – Experience. Experience is gained from hitting an enemy with any weapon. When the experience gauge is maxed out the player will “Level Up”, gaining an increase in HP, MP, and Zeal.

*Expertise – Weapon Type Specific experience. When the player attacks with the specific weapon type, the player gains expertise for that weapon. Functions similar to EXP. When a player gains enough expertise for that weapon, they “[Weapon Type] Level Up!” which gives bonus damage to that type of weapon and allows for better weapons of that Weapon Type to be equipped. Melee Expertise – Expertise for close-range weapons like

swords/axes/etc… This gives bonus damage to Melee Weapons upon Leveling up and will also give the player a bonus to the HP stat.

Bow Expertise – Expertise for bow weapons like long bow/short bow/etc…This gives bonus damage to Bow Weapons upon Leveling up and will also give the player a bonus to the Zeal stat.

Magic Expertise – Expertise for magic spells. Magic Spells cost MP to use. This gives bonus damage to Magic upon Leveling up and will also give the player a bonus to the MP stat.

*Expertise may also be used as a requirement for specific weapons or armors.

5.6.2 Enemy Stats HP – Hit Points. Decreases equal to damage taken. Enemy (dies) when HP

drops to or below 0. Base Damage – The amount of damage an enemy does on attack before

player’s Zeal or armor is factored into the equation. Damage Resistance – Decrease to damage taken. EXP multiplier – Multiplies the amount of EXP/Expertise a player gains per

hit by this number. (Base 1).

5.7 Weapons and ArmorWeapons are the objects that the player uses to attack enemies. When a player obtains a weapon, they must equip it to one of the three attack buttons (See 7.0 Controls & Mappings). When that button is pressed the player uses that weapon. Each weapon has only a single use (attack) associated with it. For example, when the player uses the sword ‘Excalidur’ the player performs a single horizontal slash attack. That is all ‘Excalidur’ does. All weapons function in this way. Another example: the ‘Fire Bones’ Wand will only cast the Fire Bones spell when used, and can do nothing else.

5.7.1 Melee Weapons Ground – Short-ranged weapons best for close quarters combat. The hit range is

very close to the character and has a larger area of effect. Air – When used in the air, the attack sends the player directly downwards with

an overhead vertical slash.

Name Base Damage Range Speed (Animation) MP Cost©2012 Game Design II class, Wed 12:30pm. for an audiovisual and/or non-dramatic literary work.

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Excalidur 2 Melee Very Fast (0.3s) N/A

Rose Thorn 6 Melee+ Fast (0.6s) N/A

Slamma Hamma 13 Melee Slow (1.2s) N/A

Attack Description Excalidur – A horizontal slash attack. Rose Thorn – A thrusting spear attack. Slamma Hamma – An overhead slamming attack.

5.7.2 Bow Weapons Ground – Long-ranged projectile weapon best for long ranged attacks. The

projectiles are shot from a stationary position. When the player holds down the Bow button, the player will then be able to aim in three directions (0, 45, 90 degrees) in the direction that the character is facing. The projectile is fired when the bow button is released (See 7.0 Controls & Mappings).

Air – When used in the air, the player hovers in the air (>1second) while he shoots an arrow downwards at a 30 degree angle in the direction he is facing then continues falling in the same direction/speed before the attack.

Name Base Damage Range Speed (Animation) MP Cost

Improvised Bow 1 Ranged Very Fast (0.3s) N/A

Cupid's Bow 3 Ranged+ Very Fast (0.279s) N/A

Knee Killer 5 Ranged++ Very Fast (0.26s) N/A

Attack Description Improvised Bow – Fires a fan of three weak arrows that are narrow and fast. Cupid’s Bow – Fires love arrows that are a bit slower than the weak arrows but

curve towards the closest enemy (a slight homing effect). Knee Killer – Fires a large, powerful arrow.

5.7.3 Magic Wands **Fire Bones Wand – Fires a bone ablaze straight ahead that pierces through

enemies and melts ice blocks.©2012 Game Design II class, Wed 12:30pm. for an audiovisual and/or non-dramatic literary work.

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**Wind Wrapper Wand – Summons Wind to form a bubble around the player, causing enemies that touch it to take damage and knocks them away from the bubble.

**Homing Ice Wand – Fires a homing pigeon of solid ice to seek out and home into the nearest enemy.

**Knightly Courage Wand – Bathes the player in mystic energy of light, healing them and recovering hp.

**Magic Spells only use MP if the spell is successfully cast. If the player is interrupted by taking damage, the spell is cancelled and no MP is lost.

Name Base Damage Range Speed (Animation) MP Cost

Fire Bones 1 Ranged Very Fast (0.38s) 15

Wind Wrapper 4 Self/Melee Fast (0.55s) 10 + 2/s

Homing Ice 3 Ranged+ Slow (1.0s) 20

Knightly Courage -30 Self Fast (0.78s) 40

5.7.4 ArmorArmor provides a damage reduction to any incoming damage the player faces (reduction based on % that stacks with the damage reduction from the player’s Zeal). A player may come across different types of armor. When a player moves over armor, it is added to their inventory. A player may then choose to equip that armor by cycling through the available sets. The player may only have once piece of armor equipped at a time.

Armor Set Stats

Name Rank Requirement Damage Reduction

Ye Olde Rusty 0 N/A 0%

Noble Gear 1 EXP Level 2 5%

Scarlet Armor 2 EXP Level 4 10%

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Barbarian Gear 3 EXP Level 7

Melee Level 3 20%

Tribal Loin Cloth 4 EXP Level 10

Melee Level 7 35%

Thief's Cloak 3 EXP Level 7 Bow Level 3 15%

Robyn Hood Set 4 EXP Level 10

Bow Level 7 25%

Magic Pajamas 3 EXP Level 7

Magic Level 3 15%

Robe & Hat 4 EXP Level 10 Magic Level 7 20%

Safety Suit 3Melee Level 3 Bow Level 3

Magic Level 312%

Achievement Armor 5

Melee Level 7 Bow Level 7

Magic Level 740%

Armor Effects - Thief’s Cloak / Robyn Hood Set

o Provides a slight boost to movement speed. Magic Pajamas

o Provides a slight boost to Mana regen (+0.5% / second). Robe & Hat

o Provides a moderate boost to Mana regen (+1.0% / second). Safety Suit

o Provides a slight HP regen (0.5% / second). Achievement Armor

o Provides a slight boost to movement speed, a slight boost to Mana regen (+0.5% / second) and a slight HP regen (0.5% / second).

5.7.5 Equipping Weapons and ArmorFor all intensive purposes, weapons and magic are treated the same when it comes to selecting them for equipment.

The player has three(3) slots shown on the bottom of the in game HUD. Each slot pertains to a different class of weapon

o A is Meleeo S is Ranged

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o D is Magic The player cycles through available weapons by pressing the associated number

keyso 1 is Meleeo 2 is Rangedo 3 is Magic

*If a weapon has been acquired, but requires specific stats in order to use, the weapon icon appears red until those reqs are met

Armor is added to the player’s inventory when collected and the player is able to equip it to the ‘Armor’ slot of the HUD like they would weapons.

o To cycle through available sets of armor, the player presses the number key 4

*If an armor set has been acquired, but requires specific stats in order to use, the armor icon appears red until those reqs are met

5.7.6 List of Weapons and Armor List of Weapons List of Armor

5. 8 Experience/Expertise GainOccurs when the player successfully attacks (hits) the enemy. Upon each successful hit, the player gains One (1) Player Experience and One (1) Weapon Expertise for that class of weapon (Melee, Ranged , Magic). Player Experience is general experience to level up the Hero. Weapon Expertise yields more weapon damage with that type.

List of Experience and Expertise values Experience/Expertise gain per hit is 1

o Color coded for eacho Upon hit, number appears above enemy’s head, hovers for a second, then

flies to corresponding progress bar on player HUD.

5.9 ItemsThroughout Medina, the player can pick up and equip Items such as Health Tonics and Mana Potions. The player can then equip these Items into the Quick Item slots to be used in the heat of battle. Items can stack upon each other, and the player may store multiple types of items simultaneously.

Health Potiono Restores 20 Health upon consumption

Health Tonico Restores 50 Health upon consumption

Elixer of Lifeo Fully restores Health upon consumption

Mana Potiono Restores 30 Mana upon consumption

Mana Tonico Restores 70 Mana upon consumption©2012 Game Design II class, Wed 12:30pm. for an audiovisual and/or non-dramatic literary work.

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Spirit Elixero Fully restores Mana upon consumption

Mana Regen Elixero Doubles Mana Regen rate for 20 seconds

Liquid Courageo Doubles all damage output for 10 seconds

IDDQDo Invulnerability for 10 secondso Rare item

5.9.1 Equipping Items The player has one (1) Quick Item slot available. To equip an Item into the Quick Item slot, the player cycles through the available Items by pressing the number key 5. Once the Item has been assigned, the player can use the Quick Item key “R” in the game and activate the assigned item (For a Controller Map, refer to 7.0 Controls & Mappings).

6.0 Enemies6.1 FightersThis enemy is the grunt and backbone of the Dragon Lord’s legion. Tough and versatile, they are the first line of defense and the most common enemy the player will encounter.All don the same Armor, but color indicates difficulty and status

General behavior: Fighters will relentlessly pursue the player if s/he comes into their range. They will chase the player until they are close enough to attack and then, to indicate an attack, change color for a fraction of a second before swinging their weapon.

Green – Grunt (HP: 47, Damage Reduction: 10%, Drop: HP Potion 10%) Grunts use a rusty sword to slash horizontally like the ‘Excalidur’ weapon.

Yellow – Corporal (HP: 169, Damage Reduction: 22%, Drop: Barbarian Gear 2%) Corporals use a sharp iron spear to perform a thrusting attack.

Red – General (HP: 322, Damage Reduction: 36%, Drop: High HP Potion 5%) Generals use a massive steel hammer that attacks from overhead.

6.2 ArchersThis enemy is more trained and skilled than the Fighter. He prefers to stay away from the immediate fray and let his arrows do his dirty work. Archers prefer perched positions to rain down arrows upon the player and are the same in number as the Fighters.All don light armor, color indicates difficulty and status.

General behavior: Archers tend to look out for players and when the player is close enough to shoot, they check to see if their arrow will hit them before using an arrow.

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When a player gets too close to the Archer they will back away quickly, stopping periodically to shoot.

Green – Grunt (HP: 18, Damage Reduction: 1%, Drop: Thief’s Cloak 5%) Grunts shoot a single weak arrow.

Yellow – Corporal (HP: 58, Damage Reduction: 5%, Drop: NONE) Corporals shoot a fan of three arrows like the ‘Improvised Bow’ weapon.

Red – General (HP: 117, Damage Reduction: 9%, Drop: NONE) Generals shoot single arrows at a very rapid pace.

6.3 MagesThis enemy has been trained in the Dark Arts. Able to cast deadly magic at the player from a distance, they stay out of the fray completely and will throw everything they have at the player to halt their advance.

General behavior: Mages behave more like archers, backing away from players that try to close in with the exception of the Green Mages, who will cast ‘Wind Wrapper’ when the player gets close enough to damage. Color indicates type of Mage and what they will cast.

Mages share the same stats (HP: 160, Damage Reduction: 25%)

Red – Casts Fire Bone (Drop: MP Potion 15%)Blue – Casts Homing Ice (Drop: Homing Ice Wand 2%)Green – Casts Wind Wrapper (Drop: Wind Wrapper Wand 1%)

6.4 Balog(Castle Level Boss)This enemy is the Boss at the end of the Castle Level. Once the player has acquired the three keys needed to unlock the door to his lair, a battle ensues. Balog is bigger and tougher than the others and is much more aggressive.

7.0 Controls & Mappings7.1 Menu Control

Navigating – Up and Down arrows Moves highlighted selection

Select – Enter Menu Selection

Exit Menu – Escape Exit menus and resume game

©2012 Game Design II class, Wed 12:30pm. for an audiovisual and/or non-dramatic literary work.Images are meant as indicators of design direction and are not meant to represent final art.

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7.2 In-Game Control (Default Mapping)Aiming – (Hold) A, S, D while tapping up or down arrow to face the appropriate

direction Moves the direction the character is facing

Moving – Arrow Keys Moves the character to the left or right and back or forward (farther /

closer)Attack – A, S, D

A – Melee Weapon currently equipped S – Ranged Weapon currently equipped D – Magic Wand currently equipped

Interact – F Interact with object (Pick up item or Open Chest)

Use Quick Item – R Uses selected item that is in Quick Item slot

Pause – P Pauses the game and brings up the Pause Menu.

Weapon Select– 1, 2, 3 1 – Cycles through available Melee Weapons 2 – Cycles through available Ranged Weapons 3 – Cycles though available Magic Wands

Armor Select – 4 Cycles through available Armor sets

Quick Item Select – 5 Cycles through available Quick Items

Drop down a Tier – (Hold Down Arrow) + Tap Spacebar Move down a tier

View Objective – F1 A rectangle appears in the center of the screen with the objective. This

objective is used to provide narrative clarity.Change angle of projection – Up and Down Arrows

Can only aim when holding down corresponding button (i.e. Bow drawn) Changes the up and down directions the character is facing

Mini-Map – M Brings up a mini-map showing the entire layout of the level

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8.0 LocationsMEDINA provides the player with 7 different main environments with several minor distinctive locations within each area in which the player can explore through. The player will experience the following environments:

Forest/Tutorial Castle

o Main Hallo Throne Roomo Four Towerso King’s Quarters

Castle – Lower Level/Dungeonso Dungeonso Kitcheno Storage Roomo Weapons/Armor Storageo Hidden Treasure Vault

Castle – Underground/Catacombso Royal Catacombs/Graveyardo Underground Tunnelso Bat Cave (No Batman included)

Dark Forest©2012 Game Design II class, Wed 12:30pm. for an audiovisual and/or non-dramatic literary work.

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o Toxic Rivero Entrance to The Void

The Voido Dragon Lord’s Lair

9.0 AssetsAnimations --- Sounds --- 3D models --- 2D images -- VFX

9.1 Player Char Model / Rig 2D image for Character / Inventory Menu Running animation Running Sound Attack animation(Melee)

o Maybe multiple based on weapon type (i.e. sword vs. hammer) Attack animation(Ranged)

o Maybe multiple based on weapon type (i.e. spear vs. bow) Attack animation(Magic)

o Maybe multiple based on spell (i.e. offensive vs. defensive) Attack sounds

o Melee Swords / Axes Hammer

o Ranged Bow / Spear

o Spells Death Sound Death animation Player Hit sound Hit animation

o Player flashes when hit for ~2 secs Jump animation Jump Sound Level Up Sound

9.2 Enemies Models / Rigs

o Fighter©2012 Game Design II class, Wed 12:30pm. for an audiovisual and/or non-dramatic literary work.

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3 skinso Archer

3 skinso Mage

3 skins Walking animation Walking sound Idle sounds

o Fightero Archero Mage

Attack animationso Fighter – Meleeo Archer – Rangedo Mage – Spell Casting

Attack soundso Melee

Swordso Ranged

Bowo Spells

Death Animation Death Sound Enemy Hit Sound Loot Drop Sound Laughter Sound (Ambush Boss) Horn Blow Sound (Ambush Boss) [Viking Horn style]

9.3 Weapons Melee Weapons (See Combat Section)

o Models (3-4)o Swing SFX (3 for each weapon)o 2D thumbnail images for each

Ranged Weapons (See Combat Section)o Models (3-4)o Draw SFX (bows)o Shoot SFX (3 for each weapon)o 2D thumbnail images for each

Spells (See Combat Section)©2012 Game Design II class, Wed 12:30pm. for an audiovisual and/or non-dramatic literary work.

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o Scroll Models (for level drops / finds)o Casting SFXo Charging SFXo Fizzle / Failure SFX

2D thumbnail images depicting effects

9.4 Armors Models for each type (See Combat Section) 2D thumbnail images for each

9.5 Player HUD2D art assets / images will be needed for all items listed below

Health Bar Mana Bar Experience Bar Quick Item Menu Weapon Loadout Menu Mini Map

9.6 Environment Forest

o 2D Tree arto 2D forest backdrop arto 3D Tree modelso 3D Rock modelso Forest Ambience

Birds, wind, trees, small woodland creatures, etc. Castle

o 2D castle backdrop arto 3D box / crate modelso 3D Flaming sconceso 3D Stairway modelso Castle Ambience

People walking/talking, horses, blacksmiths hammering in distance, etc

9.7 UI / Menu Sounds Option select

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Error notification: “You cant do that!” / “Equip a weapon to defend yourself” / etc.

9.8 Music Game Intro Level Music

o Tutorial (Forest)o Castleo Castel Dungeonso Castle Catacombso Dark Foresto Dragon Lair

Death Music Victory Music Boss Music

o Forest Ambusho Castle boss

End Music

9.9 Generic Level Assets / Sounds Ladder Prefabs Platform Prefabs

o Stationary / Floatingo Moving

Box Prefab Rock Prefab Ice / Flame walls / barricades Prefab Treasure Chest Prefab

o Opening SFXo Opening VFX

9.10 VFX Player

o Player Level Upo Weapon Expertise Level Upo Player Deatho Player Hito Player Damage popupo Spell casto Quick Item use

Enemy©2012 Game Design II class, Wed 12:30pm. for an audiovisual and/or non-dramatic literary work.

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o Enemy Deatho Enemy Hito Player Experience gain popupo Player Expertise gain popup

Treasure Chestso Particles upon opening

Environmento Floating / Moving platforms

downward particles Weapons

o Melee Melee impact

o Ranged Arrow impact

o Spells Player cast Spell impact Particles (for trails)

UIo Button clicko Button selection

HUDo Player Experience movemento Player Expertise movemento Experience / Expertise progress incrementationo Health / Mana bar degradationo Weapon Loadout Selection

9.11 VO Player

o Deatho Hit

Enemyo Deatho Hito Geneal Taunto Balog (Boss) Taunt

Narrationo Story©2012 Game Design II class, Wed 12:30pm. for an audiovisual and/or non-dramatic literary work.

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NPCso Princesso Kingo Guardo Queen

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10.0 StoryboardsThe following images are storyboard layouts for the very intro of the game, the tutorial level and the first full level of Medina

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