MEDINA

Project Game Design Document

MEDINA

1.0 Overview

1.1 Key Features

1.2 Project Points

2.0 UI Flow and Functionality

2.1 Logos and Cert Info

2.2 Splash Page

2.3 Front-End Menus

2.3.1 Main Menu

2.3.1.1 Continue Game

2.3.1.2 New Game

2.3.1.3 Load Game

2.3.1.4 Settings

2.4 In-Game Menus

2.4.1 Pause Menu

2.4.2 Character Menu

2.4.3 Save Screen

3.0 General Game Structure

3.1 Level Loading Screen

3.2 Level Intro Story

3.3 Gameplay

3.4 The Boss Fight

3.5 Victory Screen

4.0 Game Type Descriptions

4.1 Objective

5.0 Combat, Stats, Attacks & Items

5.1 General Combat

5.1.1 Combat Formulas

5.2 Player Damaged

5.3 Player Death

5.4 Enemy Damaged

5.5 Enemy Death

5.6 Player and Enemy Stats

5.6.1 Player Stats

5.6.2 Enemy Stats

5.7 Weapons and Armor

5.7.1 Melee Weapons

5.7.2 Bow Weapons

5.7.3 Magic Wands

5.7.4 Armor

5.7.5 Equipping Weapons and Armor

5.7.6 List of Weapons and Armor

5. 8 Experience/Expertise Gain

5.9 Items

5.9.1 Equipping Items

6.0 Enemies

6.1 Fighters

6.2 Archers

6.3 Mages

6.4 Balog(Castle Level Boss)

7.0 Controls & Mappings

7.1 Menu Control

8.0 Locations

9.0 Assets

9.1 Player

9.2 Enemies

9.3 Weapons

9.4 Armors

9.5 Player HUD

9.6 Environment

9.7 UI / Menu Sounds

9.8 Music

9.9 Generic Level Assets / Sounds

9.10 VFX

9.11 VO

10.0 Storyboards

1.0 Overview

Medina 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 Features

Customizable 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

2.0 UI Flow and Functionality

2.1 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
  • The player is prompt “Enter” to start.

2.3 Front-End Menus

2.3.1 Main Menu

This menu screen provides a number of options to the player:

  • Continue Game
  • Player may choose to continue the previous play session. If no session is in memory, option is grayed out
  • New Game
  • Player may choose to start a new game. This brings them to the character creation screen.
  • Load Game
  • Leads to the Load Game screen
  • Settings
  • 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.”

2.3.1.1Continue Game

Here, 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.

2.3.1.2New Game

In 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.

2.3.1.3 Load Game

From 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 them
  • 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 Settings

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

  • Sound
  • Master Volume – A slide bar that raises or decreases the master volume of the game
  • Sound Effects – A slide bar that raises or decreases the sound effects of the game
  • Music – A slide bar that raises or decreases the music volume of the game
  • Graphics
  • A slide bar that increases or decreases the brightness of the game
  • Key Map
  • Displays an image of the key mapping of the game.
  • Players cannot change any of the key maps

2.4 In-Game Menus

2.4.1 Pause Menu

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

  • Return
  • Exits the menu and returns to the game
  • Settings
  • Pulls up the Settings screen
  • Same as Settings screen detailed above
  • Keys
  • Displays Key Map diagram
  • Same as Key Map detailed above
  • Character
  • Directs Character / Inventory Menu
  • Inventory
  • Directs Character / Inventory Menu
  • Save
  • Directs to Save Screen
  • Load
  • Directs to Load Screen
  • Same as detailed above
  • Quit
  • Exits and closes the program

2.4.2 Character Menu

From this menu, the player can review his Hero’s stats, and abilities.

  • Character Depiction
  • An image of the player character
  • Character Information
  • 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 Screen

Here, 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.
  • Similar to the Load Screen detailed above
  • Players choose a slot to save

3.0 General Game Structure

3.1 Level Loading Screen

This is a simple splash screen with the name of the game and an image of the player’s Hero.

3.2Level Intro Story

This 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.

3.3Gameplay

The 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 Fight

The 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 Screen

This 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.

4.0 Game Type Descriptions

There 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 Objective

The 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 & Items

5.1 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 Formulas

When 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.GetComponentPlayerStats>().CLASSLevel + PlayerTarget.GetComponentPlayerStats>().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)

5.2 Player Damaged

When 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 Death

When the player’s HP drops below 0, the player dies.

1. Death Animation and Death Scream

2. Death Jingle and screen fades out

3. 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 Damaged

When 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 Death

When the enemy’s HP drops below 0, the enemy dies.

1. Death Animation and Death Scream

2. Enemy fades away

3. 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).
  • 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 Armor

Weapons 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
Excalidur / 2 / Melee / Very Fast (0.3s) / N/A
Rose Thorn / 6 / Melee+ / Fast (0.6s) / N/A
SlammaHamma / 13 / Melee / Slow (1.2s) / N/A

Attack Description

  • Excalidur – A horizontal slash attack.
  • Rose Thorn – A thrusting spear attack.
  • SlammaHamma – 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.
  • **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 Armor

Armor 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%
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 / 3 / Melee Level 3 Bow Level 3 Magic Level 3 / 12%
Achievement Armor / 5 / Melee Level 7 Bow Level 7 Magic Level 7 / 40%

Armor Effects -

  • Thief’s Cloak / Robyn Hood Set
  • Provides a slight boost to movement speed.
  • Magic Pajamas
  • Provides a slight boost to Manaregen (+0.5% / second).
  • Robe & Hat
  • Provides a moderate boost to Manaregen (+1.0% / second).
  • Safety Suit
  • Provides a slight HP regen (0.5% / second).
  • Achievement Armor
  • Provides a slight boost to movement speed, a slight boost to Manaregen (+0.5% / second) and a slight HP regen (0.5% / second).

5.7.5 Equipping Weapons and Armor

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