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Mage Weaver

Game Design Document

Image taken from Warhammer Online Age of Reckoning

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Table of Contents 
Game Analysis .................................................................................................................... 4
Target Audience .................................................................................................................. 4
Features ............................................................................................................................... 4
Game Goals ......................................................................................................................... 5
Competitive Analysis .......................................................................................................... 6
Story Overview ................................................................................................................... 7
The World ........................................................................................................................... 7
The Player ........................................................................................................................... 8
Stats:................................................................................................................................ 8
Strength: ...................................................................................................................... 8
Endurance: .................................................................................................................. 8
Intelligence:................................................................................................................. 8
Spirit:........................................................................................................................... 9
Charisma: .................................................................................................................... 9
Schools of Magic ................................................................................................................ 9
Earth: ................................................................................................................................. 10
Fire: ................................................................................................................................... 10
Wind:................................................................................................................................. 11
Water:................................................................................................................................ 11
Holy: ................................................................................................................................. 12
Shadow:............................................................................................................................. 12
Demonic: ........................................................................................................................... 13
Electric: ............................................................................................................................. 13
Nature:............................................................................................................................... 14
Ice:..................................................................................................................................... 14
Arcane: .............................................................................................................................. 15
Poison:............................................................................................................................... 15
Schools of Magic Table .................................................................................................... 16
Casting Styles.................................................................................................................... 17
Overview ....................................................................................................................... 17
Styles ............................................................................................................................. 17
Standard Casting: ...................................................................................................... 17
Rune Casting: ............................................................................................................ 17
Enchanted Magic Focuser: ........................................................................................ 18
Spell Blade: ............................................................................................................... 18
Magical Tattoos: ....................................................................................................... 18
Dragon’s Blood: ........................................................................................................ 18
Characters ......................................................................................................................... 19
Controls ............................................................................................................................. 21
Xbox 360 Controller Layout ......................................................................................... 21
Xbox 360 Controller ..................................................................................................... 22
Playstation 3 Layout ..................................................................................................... 23
Playstation 3 Controller ................................................................................................ 24
Spell Combo Chains ......................................................................................................... 25
Overview ....................................................................................................................... 25

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How to perform a Spell Combo Chain ......................................................................... 25
Finisher Spell .................................................................................................................... 26
Overview ....................................................................................................................... 26
The Finisher Spells ....................................................................................................... 26
Spell Fusion ...................................................................................................................... 29
Overview ....................................................................................................................... 29
How to Spell Fuse ......................................................................................................... 29
Spell Fusion Difficulty.................................................................................................. 30
Items .................................................................................................................................. 31
HUD .................................................................................................................................. 32
HUD Elements .............................................................................................................. 32
HUD Layout.................................................................................................................. 33
Systems Menu ................................................................................................................... 34
Magics Menu .................................................................................................................... 35
Spell List ........................................................................................................................... 36
Spell Layout Menu ............................................................................................................ 37

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Game Analysis 
Mage Weaver is a single player third person action adventure game
that gives the player the ultimate power over magic and lets them
tear up the battlefield with it. Magic has so many uses to it that the
player can complete environment based puzzle with his/her
magical abilities. The player can explore the giant city of Ionus,
travel to the smaller villages for quests or explore dungeons for
treasure. To get to these towns or dungeons, the player will
adventure through gauntlet style paths filled with enemies, puzzles,
and hidden unlockables.

Target Audience 
Mage Weaver is a game that is for people of age 15 and up,
targeted for male audiences that enjoy fantasy games that are based
on story and have a in depth single player experience. This game
will also appeal to people that enjoy playing hack and slash type
games as well as action role playing games.

Features 
Be the master Mage Weaver

Master the 12 Schools: Train in the 12 schools of magic and


use them offensively against your enemies, defensively on yourself
or supportively as utility spells to solve puzzles.

Obliterate the battlefield: Battle several enemies at once and


devastate them with your magical powers or battle a single
powerful boss enemy that requires the player to strategically take
them down by using certain spells on his weaknesses.

Chain Spells for combos: Chain spells together to do more


damage, heal yourself or regain your mana. Chaining spells
together will allow you to strategically create devastating spells
combos that destroys your enemies and save your butt in battle.

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The Finisher: Finish your spell combos off with the terrifying
Finisher Spell. This spell can only be obtained by completing a
spell combo. A Finisher Spell will cause massive damage in an
area of effect.

Game Goals 
• Deliver an in-depth action game: With role playing
elements and strategic spell chaining, the game will be far
more enjoyable than just beating up people.
• Magic: Give the player a fun experience with magic that is
less about standing still and more about actively moving
around and tossing spells at your enemy.
• Simple yet challenging: Mage Weaver must be fairly easy to
play and shouldn’t require loads of time to get good spells or
items. Yet there should be unlocks that must be challenging
so players can find the really powerful spells.
• Linear levels with different paths: The dungeons and travel
between areas are going to have a definite goal that the player
must get to but he/she will be give a couple of choices as to
which path they can take to achieve that goal.

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Competitive Analysis 
Mage Weaver is a mix of several genres, so the competition will be
quite fierce especially against the more established game series
that it will be competing with. Mage Weaver will be competing
with games that are Action Adventure or Role Playing

Competition:
• Legend of Zelda Series
• God of War Series
• Devil May Cry Series
• Dragon Age: Origins
• Dynasty Warriors series
• Diablo Series
• Fable Series
• Star Ocean Series
• Final Fantasy Series
• Bayonetta

What Makes us Different


Mage Weaver is different from these other games as it will use a
unique combo system that rewards the player from completing
combo. It also uses the new Spell Fusion mechanic that combines
the spell together to create a much stronger spell. Also unlike our
competition, what the player chooses for his/her casting type and
spell schools will directly impact how they will play the game.

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Story Overview 
In the great land of Arcanus, magic flows free as if it was water.
Here great mages control and weave the power of the 12 schools of
magic. For the last 75 years, peace has been held as the great
Archmage ruled over the 12 schools and enforced the rule of
peace. Many people flock to Ionus, the city of magic, to learn in
the arcane arts and to unlock the secrets that are hidden in Arcanus.
Recently the Archmage has died and did not name an heir. Now
the 12 schools fight over who should be the next Archmage and a
war has begun. Ionus remains peaceful due to the treaty that the 12
schools signed but the lands of Arcanus are ravaged by battle. The
player begins as a student of the Basic Magic College and must
choose his school. Upon choosing, the player is tasked with
research of ancient relics, defending him/herself against enemy
schools and becoming more powerful through experience and
knowledge.

The World 
In Arcanus, Ionus is the capital and is the largest city on the island.
The island of Arcanus is also populated by several small towns and
villages. The area is very rocky and mountainous so travel between
the towns must take place along set paths. Arcanus is a very old
place and houses several hidden dungeons, monasteries and crypts
that hold several magical relics and artifacts. Since the land of
Arcanus is the center of magic, almost all the items are enchanted
and even the basic soldier knows a little bit in the arcane arts.

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The Player 
The Player can create his/her on a set amount of predefined body
parts. This means that the player can choose what face, head or
body type he/she wants to play. The overall look of the player does
not have any impact on any actually gameplay or missions. It is
just there for the player to create his/her custom avatar. After
creating the physical character, the player will be able to alter the
starting character’s statistics. There are a few stats that the player
can alter and will have a significant effect on how the character
will perform under different circumstances.
Stats: 
• Strength
• Endurance
• Intelligence
• Spirit
• Focus
• Charisma

Strength: 
Strength determines how much the player can carry in his/her bag
at one time. The more points in strength, the more he/she can
carry. Strength also increases the Spell Blade’s attack.

Endurance: 
Endurance increases the player’s health, armor and resistance to
status afflictions.

Intelligence: 
Intelligences increases the player’s mana pool and the critical hit
chance of all magic attacks.

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Spirit: 
Spirit directly effects how fast the player will regenerate health and
mana in and out of combat.

Focus:
Focus affects how potent spell effects will last. It also slightly
increases the amount of damage of Combo Chains and Finisher
Spells.

Charisma: 
Charisma determines how much extra experience the player can
gain from completing quests. It also affects the chance of getting
deals when buying items at a shop.

Schools of Magic 
• Earth
• Fire
• Wind
• Water
• Holy
• Shadow
• Demonic
• Electric
• Nature
• Ice
• Arcane
• Poison

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Earth:   
Primary Focus: Offensive Area
Secondary Focus: Defensive Area
Allied Schools: Nature, Water
Enemy Schools: Wind, Electric, Poison
Description: Earth Magic uses stone shards, spikes and quakes
to cause damage to an area. It can also erect walls of rock or
encase an area in stone for protective purposes. It is to be noted
that Earth magic has immunity to electric and poison spells but
is extremely weak to wind magic.
Spell Examples: Wall of Stone, Earth’s Grasp, Earthquake,
Claws of Stone

Fire:  
Primary Focus: Offensive Single
Secondary Focus: Offensive Area
Allied Schools: Demonic, Electric
Enemy Schools: Water, Ice
Description: Fire magic uses conjured up fire or explosive
power to take down enemies. The flame will continue to
damage enemies if they survived the initial damage.
Spell Examples: Fireball, Eruption, Explode, Rain of Fire,
Dragon’s Breath

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Wind:  
Primary Focus: Utility/Control
Secondary Focus: Offensive Area
Allied Schools: Electric, Water
Enemy Schools: Earth, Nature
Description: Wind magic is a fairly low damage school that
focuses on disabling your enemies with heavy wind. What few
offensive oriented Wind spells will causes massive damage in
large areas fairly quickly.
Spell Examples: Tornado, Lifting Air, Gust, Wind Blade, Air
Blast

Water:  
Primary Focus: Offensive Control
Secondary Focus: Offensive Area
Allied Schools: Wind, Earth
Enemy Schools: Ice, Fire, Electric
Description: Water magic is unique for having a fair amount of
high damaging spells that can disable enemies. Its true
weakness is that it has more enemy schools and is harder to
chain spells with.
Spell Example: Tsunami, Drown, Geyser, Hurricane

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Holy:   
Primary Focus: Defensive Healing
Secondary Focus: Offensive Single
Allied Schools: Nature, Arcane
Enemy Schools: Demonic, Shadow
Description: Holy Magic is different as it gains huge bonuses
against enemies who fall under the Demonic or Shadow
schools. It is also the primarily the healing school as there are
several spells that will actively heal the player during combat.
Spell Example: Holy Nova, Holy Bolt, Hammer of Light,
Healing Light

Shadow:  
Primary Focus: Offensive Drain
Secondary Focus: Offensive Summon
Allied Schools: Demonic
Enemy School: Holy
Description: Shadow Magic is a very powerful school when
used. The school allows the player to drain health from enemies
or summon the undead to do his bidding. The downside is it
doesn’t have any major strength over the other schools and its
enemy school gains bonuses against it.
Spell Example: Raise Ghoul, Drain Life, Soul Steal, Vampiric
Aura

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Demonic:  
Primary Focus: Offensive Summon
Secondary Focus: Offensive Curses
Allied Schools: Shadow
Enemy School: Holy, Nature
Description: Demonic Magic is very different from the other
schools as it is less about direct damage and more about indirect
damage. There are a few high powered direct damage spells but
the player would need to invest a lot of time to acquire these
spells
Spell Example: Summon Hellbeast, Curse of Flesh, Demonic
Fire, Chaos Bolt

Electric:  
Primary Focus: Offensive Single
Secondary Focus: Defensive Reflective
Allied Schools: Nature, Fire, Ice, Arcane
Enemy Schools: Water, Earth
Description: Electric magic has a very small spell list but it has
more allied schools than usual so it combines easily when fused
together. Its spells have a chance to paralyze its target as well.
Most spells conjure up an electric current from the caster’s
fingers or at a certain area.
Spell Example: Electric Shock, Thunder Storm, Lightning
Fence, Arc Lightning

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Nature:  
Primary Focus: Utility/Control
Secondary Focus: Defensive Healing
Allied Schools: Holy, Earth, Poison, Electric
Enemy Schools: Wind, Demonic
Description: Nature magic a mainly a support type magic. It
contains a lot of control and healing spells. It fuses well with
more offensive styles of magic and can allow the player root
his/her enemies and move to a safer position
Spell Example: Nature’s Grasp, Rejuvenate, Constriction, Fury
of the Wild

Ice:  
Primary Focus: Offensive Area
Secondary Focus: Utility/Control
Allied Schools: Electric
Enemy Schools: Fire, Water
Description: Ice Magic has many spells that will freeze the
enemy and cause a good amount of damage. It also has a slow
down spell effect that can occur after being hit by an ice spell
Spell Example: Deep Freeze, Ice Shard, Hail Storm, Frost
Breath

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Arcane:  
Primary Focus: Offensive Single
Secondary Focus: Utility/Control
Allied Schools: Electric, Holy
Enemy Schools: None
Description: Arcane magic is pure magical energy so it is the
easiest to work with and has no enemy schools. It can also be
used to alter the shapes of things or even control the minds of
weaker creatures.
Spell Example: Arcane Blast, Mind Control, Magic Missile,
Polymorph Enemy

Poison:  
Primary Focus: Offensive Damage over Time
Secondary Focus: Offensive Debuff
Allied Schools: Nature
Enemy Schools: Earth
Description: Poison Magic is another support school as it
mainly focuses on placing poison on enemies and causing
secondary effects. Poison spells can cause anything from
slowing down the enemy to paralysis.
Spell Example: Poison Nova, Viper Bite, Corrosive Poison,
Nerve Venom

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Schools of Magic Table 
This table shows how effective an offensive spell from a certain
school will be against a defensive spell from another school.
1x means the defensive spell will block half of the spells damage.
2x and 4x means the attack will break through the defense and will
do full or twice as much damage respectively. .5x is when the spell
will only cause 25% and immune means that spell will have no
effect. Absorb means that the spell will cause no damage and give
the defender 25% mana. Spells of the same school will always
cause standard damage.
Earth Fire Wind Water Holy Shadow Demonic Electric Nature Ice Arcane Poison
Earth
Fire
Wind
Water
Holy
Shadow
Demonic
Electric
Nature
Ice
Arcane
Poison

1x Damage
2x Damage
4x Damage
Immune
.5x Damage
Absorb

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Casting Styles 
Overview 
Casting Styles change allows the player a different way to play
the game. These casting styles gives bonus to the player but also
have an added weakness that the player must consider when
choosing the casting style. The player will start with general
casting and around level 10 the player can choose to specialize
in a single casting style.

Styles 
Standard Casting:  
This style of casting has no apparent weakness or strengths. It is
the normal style of casting and the player starts with this style of
casting.
Strengths: Easy to use, standard spell damage
Weakness: Lacks Depth, No Bonuses
Rune Casting:  
Rune Casting is a slower style of casting, as the player’s avatar
has to draw the rune that has been empowered with the magical
properties. This means the spells will take a longer time to
finish casting but the spell damage is higher than the standard
casting style.
Strength: 2x Spell Damage
Weakness: 1.5x slower casting speed

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Enchanted Magic Focuser:  
This style allows the caster to focus his casting into a focuser.
This allows a slightly faster casting time and higher damage
output for a single magic school. Due to the player using a
focuser of a specific tree, the player’s damage output of the
other trees will be weaker and the casting time will be standard.
Strength: 2x Spell Damage & 2x faster casting speed of
Specific School
Weakness: 0.5x Spell Damage reduced of other schools
Spell Blade:  
This style fuses the warrior and a mage together creating a Spell
Blade. Players benefit from having a higher defense and health
due to the armor they wear but suffer from the armor’s heavy
weight. Their casting speed is greatly reduced and the player
cannot learn advanced to master level spells.
Strength: 2x Armor & 2x Health
Weakness: 2.0x slower casting speed & cannot learn advance
to master level spells
Magical Tattoos:  
By placing magical symbols on their body, the player can cast
spells at a faster rate and will regain mana at a faster rate.
Unfortunately the tattoos have to be visible so the player is
wearing less armor than usual
Strength: 3.0x faster casting & 2.0x faster mana regeneration
Weakness: 0.5x Armor Reduced
Dragon’s Blood:  
The player seems to be an unknown offspring of a dragon. This
greatly increases their spell damage and the casting speed. Due
to the tradition you feel, fusing magic schools is an appalling
idea and you never want to try it due to how dangerous it is.
Strength: 2.5x Spell Damage & 1.5 faster casting speed
Weakness: Cannot learn to fuse spells.

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Characters 
The player will have four rival characters that will try to impede
his/her progression. These people will serve as sub-boss fights as
they will provide a challenge but can be beaten easily.

Darius Von Rouk


Casting Style: Spell Blade
Spell Schools: Earth, Electric, Arcane
Description: Darius is a basic magic graduate much like the player.
He views everyone else as a lesser and wants to show off his
power.
Strengths: Since he is a student of the Spell Blade, Darius is very
resilient and can caste some very high damaging spells.
Weaknesses: Darius’ movements and casting time is fairly slow
and can leave him open to several attacks.
Routine: Darius enjoys casting defensive spells on himself then
will attack the player with high level spells. Darius does not chain
spells or fuse spells.

Rufus Pyreheart
Casting School: Magical Tattoos
Spell Schools: Fire, Demonic, Shadow
Description: Rufus is a short tempered individual that wants to
prove to everyone that he is the strongest. This mindset got him
kicked out of several Magic Schools.
Strengths: Rufus will cast several spells at the player in quick
succession and also attempt to fuse spells together as well. Darius
will regenerate mana extremely fast.
Weaknesses: Rufus wears very little armor, so he will take a lot of
damage. He also only use lower level spells as they take less time
to cast.
Routine: Rufus mainly casts offensive spells and will exhaust his
mana reserves for a few seconds. This will leave him vulnerable to
attacks.

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Marinda Faust
Casting Style: Dragon’s Blood
Spell School: Water, Ice
Description: Marinda is proud of her bloodline’s history and deems
all other Mages without a Dragon ancestor as unworthy to use
magic.
Strength: Marinda castes high powered spells fairly quickly and
will uses several control spells.
Weaknesses: Marinda’s spell knowledge is fairly limited so she
will end up casting the same spells.
Routine: Marinda will always try to lock the player down so she
can cast her really powerful spells. Fortunately she only knows two
spell schools and her spells can be defended against fairly easily.

Urnest Valtrop
Casting Style: Rune Casting
Spell School: Wind, Holy, Fire, Electric
Description: Urnest is your best friend from Basic Magic School.
Both the player and Urnest were always competing to see who the
best was. He will cross paths with the player and challenge him to
see how much he has learned.
Strengths: Urnest knows a large variety of spells and can be very
unpredictable. He will also actively counter the player’s defensive
spells.
Weaknesses: Urnest’s one true weakness is his long cast time.
Routine: Urnest will always adapt his routine to try and beat the
player. His cast time will make him vulnerable to attackers for
short period.

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Controls 
Xbox 360 Controller Layout 

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Xbox 360 Controller 
 Spell A
Δ Spell B
O Spell C
X Jump
Left Joystick Movement
Controls
Right Joystick Camera
Controls
D-Pad Select Spell
Layout
L1 Finisher Spell
R1 Spell Fuse
L2 Spell D
R2 Spell E
Start Button Pause/ Systems
Menu
Select Button Magic Menu
PS3 Button Turn off
controller

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Playstation 3 Layout 

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Playstation 3 Controller 

X Spell A
Y Spell B
B Spell C
A Jump
Left Joystick Movement
Controls
Right Joystick Camera
Controls
D-Pad Select Spell
Layout
Left Bumper Finisher Spell
Right Bumper Spell Fuse
Left Trigger Spell D
Right Trigger Spell E
Start Button Pause/ Systems
Menu
Back Button Magic Menu
Xbox Button Xbox 260
Dashboard

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Spell Combo Chains 

Overview 
Spell Combos Chains allow the player to quickly deal lots of
damage over a short amount of time. Successfully completing a
combo will reward the player with increased damage, more
experience generation or faster man regeneration.

How to perform a Spell Combo Chain 
In order to perform a Spell Combo Chain, the player has to take
into consideration the allied schools of each school of magic.
Spells can only be combo’d together if they are allied schools. So a
Holy spell and a Nature spell can be combo’d together
successfully.
Another thing is that a spells in the same school will not start a
combo. The player must at the very least sequentially use three
different schools. Here is one example:

We will be using Fireball, Electric Shock, and Ice Shards.

The first spell we will be using is Ice Shards to slow down the
enemy; next we will use Electric Shock because Fireball and Ice
Shards will not work together since their schools of magic are not
allies. The very last spell we will use is Fireball because of the
high damage it causes and it would most likely kill my target.

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Finisher Spell 

Overview 
Finisher spells are very powerful spells that can only be used after
a successful combo chain. The Finisher Spell is different
depending on what the last school the combo ended on. Depending
on the school, the Finisher Spell can cause a variety of different
things. This spell will only have a 30% effect against enemy mages
and bosses; this also means that Finisher Spells will not kill them.

The Finisher Spells 
Titan’s Shock
School: Earth
Description: The player smashes releases a large amount of
energy into the ground causing several large stone spikes to erupt
from the ground around the caster killing all enemies
Stats:
The spell will kill all enemies within 5 yards of the caster.
Any enemies that are 6 to 8 yards away from the caster will
lose 50% of their current health and be knocked back away
from the caster.

Cataclysm
School: Fire
Description: The player causes several pillars of fire and lava to
erupt from the ground. The sky also begins to rain fire in front of
the caster. Heavy fire damage to all enemies caught in the rain.

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Magnum Tornado
School: Wind
Description: Several Large tornados engulf the battlefield, picking
up everything and tossing them around and into any solid object.
All enemies caught in the tornado will be stunned for 10 seconds
and will lose 10% of their maximum health.

Poseidon’s Wrath
School: Water
Description: The entire battlefield floods and a maelstrom of 15
yards in diameter will appear. Anything caught in the maelstrom is
killed.

Heaven’s Blessing
School: Holy
Description: The caster is covered by holy light of 10 yards in
radius and is instantly healed to full health. Any enemy caught in
the holy light will take severe damage.

Army of the Dead


School: Shadow
Description: Hundreds of corpse are reanimated and fight any
enemy they encounter; all enemies that are killed replenish 30% of
the caster’s health.

Apocalypse
School: Demonic
Description: The player releases a large amount of chaotic energy
that instantly destroys enemies within 50 yards of the caster.

Short Circuit
School: Electric
Description: The caster releases several waves of electricity 30
yards outwards, all enemies caught takes a large amount of damage
and are paralyzed.
27
Nature’s Revenge
School: Nature
Description: Several vines erupt from the earth grabbing all
enemies immediately around the caster and pulling them under the
earth itself. All enemies that were engulfed are killed and heal the
caster 5% per dead enemy.

Winter Chill
School: Ice
Description: All enemies with 70 yards of the caster are frozen
solid and are then instantly impaled by spikes of ice.

Arcane Storm
School: Arcane
Description: The caster fires an enormous amount of energy into
the ground. Arcane energy burst through the floor and instantly
disintegrates all enemies with 100 feet of the caster

Plague Poison
School: Poison
Description: The caster releases a poison that rots all enemies
within 150 feet of the caster. All enemies affected slow down and
die after 10 seconds. Upon death they release another cloud of
poison that will infect everyone in 50 feet.

28
Spell Fusion 
Overview 
Spell Fusion is mixing two spells together to create a more
powerful spell. For example we can take a fireball and an ice bolt
and fuse them together to create a frostfire bolt. A Spell fusion is
basically putting the two spells together. Arcane blast and Electric
shock would be Arcane Shock, which is really arcane blast and
electric shock together but with a 2.5x damage increase and the
spell effect’s increased by 100%.

How to Spell Fuse 
In order to do this the player must activate Spell Fusion by
pressing the Spell Fuse button. When this occurs, the player must
complete a button sequence that must be completed within a
certain time limit. Successfully completing the button sequence
within the time limit will make the player caste his spell fusion and
it will also give him a critical hit and save 20% of his mana. Only
completing half or more of the button sequence within the time
limit will only make the player caste the fusion. If the player
cannot complete at least half of the button sequence, then the
player will not caste the spell and he will lose 30% of his mana.
Spell Fusion will always fuse together the spells in Spell slot D and
E.
Mana Saved
Damage(%) (%)
> 50% Button Sequence completed 0% -30%
50% to 99% Button Sequence
completed 100% 0%
100% Button Sequence compelted 300% 20%

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Spell Fusion Difficulty 
The difficulty of the Spell Fusion is based on what the spell level
(i.e. fireball is a level 2 spell; Explode is a level 7 spell). The
difficulty is also based on the spell school’s allies/enemies. Fusing
school allies will lower the overall difficulty and enemy schools
will raise the overall difficulty. The very last thing that is
considered is what the player’s personal mastery level is in both
schools of magic. If their mastery level is low in a specific school,
then it will add difficulty to the spell fusing process.

Added Difficulty to Button Sequence


(%)
1 - 2 Spell Level
Difference 0%
3 - 4 Spell Level
Difference 30%
5+ Spell Level Difference 70%
Ally School Spell Fusion -10%
Neutral SchoolSpell
Fusion 0%
Enemy School Spell
Fusion 10%
School Mastery level
>30% 50%
School Mastery level
>60% 30%
School Mastery level
>=90% 10%
School Mastery Level
<90% -5%

30
Items 
Items in the game can either be bought at a store or can be found as
treasure in dungeons. These items can enhance the player’s stats
just by equipping them. There are only a few equipment slots that
the player can use and he/she will have to decide on what items
will benefit him/her the most. The player will have the following
equipment slots available:
• Head
• Body
• Wrists
• Boots
• Finger x4
• Neck
• Focuser (Only available for Enchanted Focuser Casting
Type)

There are only two types of items:


• Stat Enhancer: This will boost a certain stat by a little bit.
(i.e. +4 Strength)
• School Enhancer: This will only boost the effectiveness of a
certain school. (i.e. +50 Fire Spells)

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HUD 
The HUD must be clear and easy to understand, the player will
have several enemies on screen at once and he/she must be able to
identify each HUD element.

HUD Elements 
• Player Portrait: The Player Portrait is so the player can
relate to his character and allows the player to see the
character’s face while in combat.
• Health Bar: The Health Bar is used to show the character’s
health. The health bar will flash when the character’s health
is low (about 20%)
• Mana Bar: The Mana Bar is used to show how much mana
the player currently has.
• Map: The Map will show a top down view of the player and
anything within a 50 yard range.
• Spell Layout: The Spell Layout visibly shows the player
which spells are currently at his disposal. Each Spell has a
graphic that is easily identifiable
• Spell Layout Selection Menu: The Spell Layout Selection
Menu allows the player to switch between pre built spell
layouts.
• Fusion Button Event: The Fusion Button Event will only
appear when the player initiates Spell Fuse. A series of
buttons will appear in the box and the player must hit the
correct buttons in the correct order.

32
HUD Layout 

33
Systems Menu 

34
Magics Menu 

35
Spell List 

36
Spell Layout Menu 

37

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