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           MORLIN THE MAGICIAN DESIGN DOCUMENT

                                          Version 1.2

Changes

-Cleaned the design document

Ideas (not official/implemented in this design doc yet)

-Magic colors: This idea talks about the different elements of magic in the form of colors. For

example: White Magic=Healing/Defensive Magic, Black=Powerful slow demonic magic,

Red=Faster destructive fire magic, Yellow=Impact/force magic…etc
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                               1.0 Executive Summary

       Morlin the Magician will be a 3D platformer game analogous to Sonic CD

and Megaman type game play while retaining the look and feel of Super Smash

Bros. The story revolves around Morlin, who is a young magician skilled in the

mystical arts handed down from generation to generation. The benevolent

Timemaster (Professor James Jaekes ) has discovered the secrets of the master

hourglass located in the Serpentine Sands. Using the hourglass, the Timemaster

can manipulate fabrications of time itself to transport himself into the past. In

the past, the Timemaster is able to manipulate and steer the course of history.

Using suppression towers, the Timemaster manipulates the minds and

suppresses the free wills of those under the tower’s control. Over large periods

of time, from the past and into the future, peaceful woodland creatures will

evolve into mindless killing machines. The population of Waterview City itself

will become the seat of power for the Timemaster unless Morlin can find a key in

the past to save the future.

       Overall game play will be a combination of Super Smash Bros. and

Megaman in style where the game is played/handled like a 2D platformer but

would be rendered in a 3D environment. Players will have the option of

traveling back and forth between different time periods in the same zone with

the use of time stones. However, the future of each level will remain in ruins and
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under the Timemaster’s control until Morlin can locate and destroy the

suppression tower in the level’s past. The combat system will involve primarily

medium ranged magic attacks from Morlin. Players will be given the choice

between slow, powerful magic or more rapid magic dealing less damage.

      Allowing players to directly see the effects of their actions in saving the

future, Morlin the Magician will stand out from other plat formers. Offering

simple yet responsive controls with a combination of timed strategic moves will

allow players to really lose themselves in the world. These elements will make

Morlin the Magician the new standard for all future plat former games.
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                            Table of Contents

                        (page numbers are most likely off)

1.0 Executive Summary_____________________________________________Page 1

2.0 History and Background_________________________________________Page 4

      2.1 The World of Morlin the Magician__________________________Page 4

3.0 Examples of Gameplay__________________________________________Page 5

4.0 Characters_____________________________________________________Page 6

      4.1 Player Characters_________________________________________Page 6

      4.2 Non-player Characters____________________________________Page 7

5.0 Game Path____________________________________________________Page 8

6.0 Combat______________________________________________________Page 13

7.0 Weapons____________________________________________________Page 13

8.0 Time Travel___________________________________________________Page 14

9.0 Creating a Good Future________________________________________Page 14

10.0 Bosses______________________________________________________Page 15

11.0 Menus______________________________________________________Page 15

      11.1 Main Menu Loop_______________________________________Page 15

      11.2 Title Menu____________________________________________Page 15

      11.3 Map__________________________________________________Page 15

      11.4 Inventory_____________________________________________Page 16
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      11.5 Spells_________________________________________________Page 16

      11.6 General Movement_____________________________________Page 16

12.0 Graphics____________________________________________________Page 18

13.0 Audio______________________________________________________Page 18

14.0 Enemy Encounters___________________________________________Page 20

15.0 Items and Power Ups_________________________________________Page 35

      15.1 Power Ups____________________________________________Page 35

      15.2 Weapons / Spells_______________________________________Page 41
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                          2.0 History and Background

       In the world of Morlin the Magician, Morlin will fight to save his

homeland from impending doom. The Timemaster, an evil scientist (he’s

actually a professor), has taken control over the master hourglass. With this, he

is able to travel freely in time and has the ability to lead all events in history to

him ruling the future uncontested. Using active suppression towers in the past,

the Timemaster suppresses the free wills and minds of those generations who

would oppose him throughout time. Generations of subtle mind control have

horribly evolved the wildlife and population of the distant future into mindless

slaves who exist only to serve the Timemaster.

       In modern time, Morlin, a young enthusiastic magician walks alone in the

forest near the outsides of Waterview City. While all is seemingly well visually

but on this day, all the animals seem to be a lot more hostile than normal,

espically to Morlin. Unknown to Morlin, in the distant past, the creatures of the

forest and all the surrounding lands are being manipulated by the Timemaster.

Using his towers of the past, the creatures of the present have evolved differently

and see Morlin as their natural enemy. At the same time, Morlin also discoverers

large glowing rocks from time to time. These rocks are actually grains of sand

from the Master Hourglass and left over from the towers in the past. The red
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stones will allow Morlin to travel into the future while the blue stones allow

Morlin to travel into the past. After successfully opening a time rift into the

future through the use of the glowing red timestones, Morlin steps through the

portal to experience the doomed future under the Timemaster’s control.

       In the future, Morlin discovers Waterview City, the forest and his

surroundings ruined and disfigured. The mutated beasts howl for his blood and

claw for his flesh. Whilst fleeing for his life, Morlin discovers glowing blue

stones much like the ones in the present. Collecting three stones and channeling

his energy into them, Morlin is successful into opening another portal. Jumping

inside, Morlin is taken back to the present day only to discover the same evil eyes

staring back at him…




                  2.1 The World of Morlin the Magician

       The world of Morlin the Magician takes place in a modern day setting.

Cities, technology, computers and everything that we know of in our real world

exists in Morlin’s world. While Morlin possesses magical abilities, the world

around him is oblivious to the existence of magic. Therefore, Morlin must keep

his powers a secret from the rest of the world.
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                         3.0 Examples of Gameplay

       The overall game play experience of Morlin the Magician is described

here. In the 2D world, the players are able to move all-round in a two

dimensional fashion. Morlin is able to be controlled much like in Sonic CD and

Super Smash Bros. 64. The camera is fixed on a single location that follows the

player throughout the 2D world. While players will be able to see objects in front

and behind them at all times, lighting will restrict this ability depending on the

nature of the level’s environment.

       Common actions in the game will be run, walk, jump, attack and use.

Players can talk with other NPC’s in the game by means of walking up to them

and pressing the “use” button. Enemies can be attacked by simply firing a

magical projectile at them or swinging a melee weapon. A targeting system is

not required in Morlin the Magician.

       A key game play feature as illustrated in Sonic CD would be the time

travel system. Players will be able to directly affect the outcome of the future in

any given world. Players must destroy the suppression tower located in the past

in order to secure a peaceful future. If they clear the zone without destroying the

said towers, the future will remain in ruins.
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        Morlin the Magician uses game elements from Sonic CD, Super Smash

Bros. and Fable by utilizing appealing elementals from each game. Some

features used are obvious and some underlying. Morlin the Magician will uses

elements from each to formulate itself into its own unique gameplay.




                                 4.0 Characters

        While Morlin the Magician focuses on a playing a single character, there

are other characters with whom the players interact with.




                              4.1 Player Character

Name:          Morlin

Species:       Human

Age:           16

Personality Pros:    Positive attitude, selfless, caring, generous

Personality Cons:    Lazy, doesn’t think before he acts, overconfident at times

Occupation:          Student to the mystic arts

Relevancy:           Main playable character

Description:         Morlin is a self taunt student who spends the majority of his

time studying spell books of his family history. Morlin values his family and the
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environment he lives in very much. Morlin has a hard time interacting with the

rest of the world however. Since Morlin has yet to meet another individual

attuned to the mystic arts, he keeps his abilities a secret from the rest of the

world. Ever the curious, Morlin will do whatever it takes to protect and defend

the things he loves.




                            4.2 Non-player Characters



Name:         Professor James Jaekes (aka. The TImemaster)

Species:      Human

Age:          46

Personality Pros:      Genius, plans ahead, tatical thinker, quick thinking on his

feet

Personality Cons:      Power hungry, arrogant, controlling, and condescending

Occupation:            Future Emperor to the world

Relevancy:             Main antagonist
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Description:          Professor Jaekes, better know in the game as the Timemaster

is a old man with a white beard who wears mostly black clothing. It is he who

controls the very forces of time to his will in a effort to live out his legacy of

control over the world.




Name:          Digo

Species:       Dog

Age:           4

Personality Pros:     Loyal, intelligent, protective

Personality Cons:     Overprotective at times

Occupation:           Eats things

Relevancy:            Morlin’s Companion and best friend

Description:          Digo is Morlin’s dog that occasionally helps Morlin out

through missions. While not always there following Morlin around, he shows up

to help Morlin to overcome especially tough fights and obstacles.
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                                 5.0 Game Path



                                      Level 1

                                   Treetop Forest




       This is a wooded and green area which takes place in the deep woods.

Birds and other various animals can be heard in the background. In this stage,

Morlin goes to investigate the looming darkness over his home. He finds red

stones and travels forward in time to see the ruined future. The Timemaster

appears before Morlin and welcome him to “his future” before disappearing.

Morlin flees for his life from the crazed creatures to find a way back into the past.
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                                       Level 2

                                    Rolling Hills




       In the open farm lands, corn fields and farms are scattered about here and

there. Morlin will fight his way through farm fields and orchards. Finally,

Morlin will enter a large barn. Climbing through large haystacks, up ropes,

ladders and other obstacles, Morlin will collect time stones to travel back in time

to destroy the suppression tower that looms over the area. Once done, Morlin

will be transported to the future to fight the boss for the zone.
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                                       Level 3

                                   Waterview City




       Morlin’s city, Waterview City is a suburban area with its own perils.

Morlin will dodge cars, falling objects, and street rats as they attack from all

sides. Though dangerous, Morlin calls this city his home. Morlin will search

through various buildings to collect the time stones that are scattered throughout

the city. Once Morlin has collected time stones, he will travel back in time to

destroy the suppression tower that looms over the area. Once done, Morlin will

be transported to the future (either good or bad) to fight the boss.
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                                      Level 4

                                  Waterview Beach




       The shores of the city are sandy areas with water splashing up against the

shore where the sun shines bright from overhead. Morlin enters this area from

outside the city’s limits. Morlin will travel along the beach in search of the time

stones for the area. Along the way, Morlin will fight angry crabs and flesh eating

sea stars. Morlin will find 2 time stones on the beach and another underwater.

While underwater, Morlin will discover the ruins of the 4th suppression tower.

He will then use the time stones, travel back into the past to destroy it. Once

done, Morlin will be transported to the future where he will fight the boss.
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                                       Level 5

                                 Crystalline Caverns




       From the beach, Morlin discovers a cave with with crystals that almost

look like the time crystals he has been collecting.Inside, the cave is a very large,

open area with crystals embedded in the walls and floors. While inside the cave,

Morlin will fight bats, yeti’s and, slime monsters. The first timestone will be

discovered along the linear path of the level. Morlin will then climb up a

stalactite to discover his second time stone. Morlin will find the 3nd timestone

under a steam pool. Once all three have been collected, Morlin will then use

them to travel into the past of the level, destroy the suppression tower. Once

done, Morlin will be transported into the future to fight the boss.
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                                      Level 6

                                 Pyramid of Doom




       From within the Crystalline Cavern, Morlin becomes trapped in an

ancient pyramid. Inside, Relics of the past come alive as do mummies, ghosts

and, fire elementals. Morlin will fight his way through the enemies to discover

the timestones on various creatures within the level. Once Morlin uses the

timestones to travel back into the past, he will then have to search the great

pyramid for the suppression tower. Once located and destroyed Morlin will be

confronted with an Anubis-like boss in the past. Once the mini-boss is defeated,

Morlin will then travel into the present to find his way out of the pyramid. The

final area will involve Morlin fighting the boss to escape the pyramid.
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                                      Level 7

                                  Serpentine Sands




       The Serpentine Sands is a large, open sandy desert where the sky always

seems to be dark (except in the past). Though nothing is obviously wrong, a

looming darkness seems to hover over the desert with a reddish sky. Morlin

must contend with quick sand, cactus creatures, and scorpions in order to

survive to the Spire of Sand. Morlin will locate the first time stone way on top of a

cactus. Morlin will then travel over a large pool of quick sand from which he

will purposely sink down into to discover the 2nd time zone. The 3rd time stone

will be found next to the destroyed suppression tower. Once all three stones are

collected, Morlin then will open a portal into the past to destroy the active tower.

The level boss, who Morlin must fight and defeat, will hold the key to the Spire

of Sand.
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                                      Level 8

                                   Spire of Sand




       Final level from where the Timemaster resides. The entire level takes place

in the “bad future” where the final confrontation occurs. The spire itself is a

large rectangular spire which is all black on the outside. Inside, Morlin will

confront a number of environmental hazards including clocks that the large hand

will point at Morlin and fire its sharp point. Once past all the hazards, Morlin

will confront the Timemaster in the Hourglass Room. After the Timemaster is

defeated, a large rift will open. Apon touching it, Morlin will be shot back and a

very bright explosion will occur. When Morlin wakes up, he will be back in the

present. The game then ends.
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                                   6.0 Combat

       Combat in the game will occur on a regular basis throughout each of the

levels. Enemies relevant to the level’s difficulty will be commonly and

sometimes strategically spread out. These said “common enemies” will be of

moderate difficulty attacking players with a standard ranged/melee attack and

one special move that is unique to that enemy. Most foes in the game will be

able to be defeated by magical abilities. However, for strategic purposes, some

foes may be immune to magic and must be defeated by either melee means or an

alternative method.




                                  7.0 Weapons

       Morlin’s primary attack will be ranged magical weapons. As players

progress through the game, they will find new spell tablets. These tablets will

teach will teach Morlin a new ability or spell. Also, players can find scrolls

which will upgrade or enhance one of their current spells to make it more

powerful. In addition to magical spells, Morlin also has limited melee

capabilities. His primary melee attack will be with his staff. However, Morlin

can also channel magical energies to throw his staff to a limited distance and

back at the cost of no mana. The staff by default is a low damage weapon which
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is intended to be used when enemies are immune to magical spells. As with

standard spells, Morlin’s staff can be upgraded to make it more powerful

through the use of scrolls. However, the staff will never be more powerful

Morlin’s spells.




                                8.0 Time Travel

       Time travel is what the game places emphasis on. Players will have direct

control over the outcome of the future by their actions in the present and the

past. In order to travel through the different time periods, players must collect

time stones that are scattered throughout the area. When Morlin collects at least

three time stones, he can channel them to open a portal to another time period.

The color of the time stones delegate what time period they lead into. Red time

stones will open a portal into the future while blue time stones will open a portal

into the past.
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                          9.0 Creating a Good Future

        By default, the future is a place of nightmare controlled by the

Timemaster. In order to fix the future, Morlin must travel into the past and find

a suppression tower. A suppression tower is a large tower that suppresses the

will and minds of those in its range to manipulate them into the Timemaster’s

slaves over a long period of time. Suppression towers can only be destroyed in

the past where they are active. In the present, the towers are inactive and

invulnerable to attack while in the future they do not exist. Players can discover

their location in the present but cannot destroy them until they reach the past.

Once the suppression tower is destroyed, the Timemaster loses control over that

specific area and a good future has been created. Players can then travel into the

future and see directly the effects of their work in the “good future”.




                                    10.0 Bosses

        Regardless of the future’s outcome, players will have to confront a boss at

the end of a area. The boss fight will automatically take place in the future be it

good or bad. Once the boss is defeated, players are allowed to move to the next

area.
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                                  11.0 Menus




                            11.1 Main Menu Loop

      When the game starts, the players will be greeted with a game’s title

screen with the main menu for a few seconds. After about fifteen to twenty

seconds or so, the game will begin demo mode where a recorded game play

demo is played. After the demo has concluded, the game will display a credits

screen for another fifteen to twenty seconds before beginning another game play

demo. Afterwards, the game will loop back and display the main menu again.

This loop will continue until the user presses a key/mouse button.




                               11.2 Main Menu

Upon bringing up the main menu, the main menu will be the first thing players

see. Options in the main menu will be New Game, Options, Save Game, Load

Game and, Quit.

      New Game will immediately begin the player with fresh adventure. If the

player is already in a game, it will present a conformation dialog asking the

player if he or she is sure that they want to abandon their current game.
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        Options will allow the player to adjust the graphic and audio options.

        Save Game will allow the player to save their progress at any time during

the game. However, a lock out period will be placed on this feature as soon as it

is used. This lockout feature will prevent a player from saving again until their

lockout timer has expired. The timer is determined by the skill level set when

the game was created. For example, a easier skill level will allow the player to

save every 15 minutes. While a harder skill level will require an hour before the

player can save again. This is intended to prevent players from saving every two

steps while at the same time, preventing the need for save points within the

game.

        Load Game will allow players to load from the last save point in the

game.

        Quit Game will display a conformation dialog before exiting the game.




                                    11.3 Map

        Before the start of each level, a map will be displayed showing Morlin’s

current location within Waterview City. A small dotted line leading to Morlin’s

location will indicate how far he’s progressed. Maps can be accessed any time

during the game.
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                                 11.4 Inventory

      A small inventory system will be available to players on the lower left

hand corner of the screen. Players will be able to hit a button and cycle through

the different items they have in their inventory. A small number will be

displayed next to the item to indicate how many of the said object Morlin has. To

use an item, the player must press the “use” key (generally ENTER).




                                   11.5 Spells

      Much like the inventory system, players will have a small display on the

lower right hand corner of the screen to indicate which spell Morlin has ready.

By pressing the “X” button for example on a Playstation 2 controller, players can

cycle through the different spells. A number is also displayed to indicate how

much mana is required for that spell.




                           11.6 General Movement

Movement: Movement in the game is really simple. The analog stick will move

Morlin in the direction pressed. Should players hold down the analog stick in

any direction for any length of time, Morlin will slowly pickup speed and start

running.
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Menu:         Players may toggle one button for the main menu anytime in the

game. They may also hit the same button to clear the menu and return to the

game.




Attack: When players hit the attack button, Morlin will cast the spell that players

have selected on the spell menu on the lower right hand corner of the screen.




Jump:         This move will execute a jump. Players can cast spells while

jumping to allow more strategic moves in the game.




Use:          This ability will allow players to use special items in their inventory

if that item is able to be used. For example, if a player selects a time stone and

presses the “use” key, Morlin will open a time portal provided that there are at

least three time stones of the same color.
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                                     12.0 Graphics

       Graphics in Morlin the Magician will be known for its uniqueness and

originality. The overall game itself will sport a cartoon-ish feeling yet realistic

look similar to graphics in World of Warcraft and Sonic the Hedgehog. Each level in

the game will have its own color scheme to give it feeling, originality and its own

identity. Colors will be rich and easy on the eyes by slowly going from one

gradient to another. Another highlight will be the graphics through the means of

time travel. For example, if players go into the bad future, the color scheme will

change to reflect a place of ruin, despair and pain. The creatures will be there to

reflect the changes as well. Mutant beasts, crazed animals will attack from all

sides. The bad future will give the feeling of a post apocalyptic war. On the

reverse side, the good future will be the exact opposite. Soft shades of a blue sky,

crystal clear water, futuristic clean metal and gadgets with wildlife running

around will pain the picture for the good future. Finally, the past will give a

prehistoric feeling where a soft yellow or orange scheme will play out. An off

turquoise blue sky and almost lavender water with lots of rocks and light green

grass will be present in the past.
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                                    13.0 Audio

       Just as game play and graphics are important, just so is the audio. The

audio gives the feel of the game and the levels that players explore.

Environmental sounds will be used to create a deeper atmosphere for the

players. For example, you’ll hear the city sounds in the background, cars riding

by, people murmuring, etc. However, the sound will change to reflect the time

period. In the bad future, nothing would be heard in the city except a faint

howling of the wind with a low moaning of the citizens in the background. This

gives a small feeling a fright to players as should of all of the bad futures of each

zone. Good future in the city would be the exact opposite. The sound of ambient

machines in the background with a soft tone of cheerful people talking can be

heard in the background. Music will also reflect the time periods just as sound

does. The present will have its own theme for the music to represent the level

players are currently playing in. Different time periods will reflect the main

theme of the level. A level in the past will feature more flutes and bass to give it

more of a “tribal” feel of the past. Music in the future will overall techno in style.

Good futures will feature upbeats and convey a feeling of well being and

happiness. On the other side, the bad future will be a mix of techno and hard

rock with a mix of horror to build suspense.
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                             14.0 Enemy Encounters

       In Morlin the Magician, enemy encounters will server as a barrier or

obstacles for players to get around in order to complete and clear a level. For

example, players will have to kill a certain type of enemy in order for them to

drop a time stone that will then be used to travel into the past to fix the future.

       Enemies will be both natural and direct henchmen of the Time master.

The natural enemies will be those who are native of the specific area. Natural

foes will exist in all time zones but will not attack should the player create a good

future. Snakes in Treetop Forest would be an example of an enemy who is native

to the area. A killer Scarecrow robot in the Rolling Hills level would be an

example of a robot/henchman that is directly under the command of the Time

master.

          As players travel between different time periods in a level, the enemies

will reflect the time period. Foes in a bad future will be a lot more ferocious and

beastly than their present/past counterparts. Enemies in the past will be just as

dangerous as their present counterparts but will have more of a primal look to

them to resemble them being foes of the past. Regardless of time period, all foes

will act similar and have similar attacks. However, because of the aggressiveness

of enemies in a bad future, creatures will be generally a lot more difficult than

standard monsters of the present/past.
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      The next few pages will describe various creatures that can be found on

each level. Hit points are classified assuming standard attacks do fifty damage.
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                         Treetop Forest

Enemy Name                       Grass Stalker

Enemy Type                       Snake, Native Creature

Hit Points                       60

Behavior                         Slow, patrolling

Standard Attack                  Bite

Standard Attack Damage           15

Special Attack                   Poison Bite

Special Attack Damage            30 damage over 10 seconds

                                 Grass Stalkers are larger than normal
Description
                                 snakes that tend to hide in or around large
                                 grassy areas.



Enemy Name                       Spider Jumper

Enemy Type                       Spider, Native Creature

Hit Points                       40

Behavior                         Quick, skittering, patrolling

Standard Attack                  Bite

Standard Attack Damage           20

Special Attack                   Venom web

Special Attack Damage            40

Description                      Large, fast moving spiders that spit at a
                                 distance and attack at melee range.
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Enemy Name               Sentry Owls

Enemy Type               Robot, minon

Hit Points               75

Behavior                 Ambusher

Standard Attack          Swoop down

Standard Attack Damage   30

Special Attack           Laser Gaze

Special Attack Damage    50

                         Sentry Owls are robots who swoop down
Description
                         at their enemies and user their laser eyes
                         when foes get too close.




Enemy Name               Turtle Gunner

Enemy Type               Robot, minon

Hit Points               120

Behavior                 Slow, patrolling

Standard Attack          Direct damage laser

Standard Attack Damage   40

Special Attack           Electric bite

Special Attack Damage    70

                         Robot turtles that have lasers installed in
Description
                         their shells. If Morlin gets too close, they
                         will do a heavy bite.
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                         Rolling Hills

Enemy Name                      Crazed Farmer

Enemy Type                      Native Creature

Hit Points                      110

Behavior                        Patrolling

Standard Attack                 Pitchfork

Standard Attack Damage          35

Special Attack                  Pitchfork Cleave

Special Attack Damage           70

Description                     Crazed Farmers don’t’ take too kindly to
                                people snooping around their farm land.



Enemy Name                      Bull Charger

Enemy Type                      Native Creature

Hit Points                      160

Behavior                        Slow, patrolling

Standard Attack                 Charge

Standard Attack Damage          45

Special Attack                  Horn Punt

Special Attack Damage           80

Description                     Bulls who roam around in the fields. They
                                won’t like wizards either.
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Enemy Name               Pumpkin Smash

Enemy Type               Minion

Hit Points               140

Behavior                 Ambusher

Standard Attack          Melee smash

Standard Attack Damage   30

Special Attack           Pumpkin Thump

Special Attack Damage    65

                         Living pumpkins who hide amongst
Description
                         normal field pumpkins waiting to ambush
                         any who draw near.




Enemy Name               Robo-crow

Enemy Type               Minion, robot

Hit Points               200

Behavior                 Ambusher

Standard Attack          Machine gun

Standard Attack Damage   45

Special Attack           Laser blast

Special Attack Damage    75

                         Scarecrow-looking dummies who are
Description
                         really heavy duty robots under the control
                         of the Time master.
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                         Waterview City

Enemy Name                      Security Bot 47C

Enemy Type                      Native Creature

Hit Points                      200

Behavior                        Slow, patrolling

Standard Attack                 Pulse shot

Standard Attack Damage          50

Special Attack                  Suicide

Special Attack Damage           500

                                Security bots keep the peace in the city.
Description
                                However, when defeated they explode
                                dealing massive damage.



Enemy Name                      Enforcer Bot 12A

Enemy Type                      Native Creature

Hit Points                      500

Behavior                        Slow, patrolling

Standard Attack                 Heavy Pulse shot

Standard Attack Damage          75

Special Attack                  Hedge Trimmer Rifle (Machine gun)

Special Attack Damage           20 per bullet

Description                     Larger version of the 47C robots dealing
                                more damage.
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Enemy Name               Gator

Enemy Type               Native Creature

Hit Points               350

Behavior                 Slow, patrolling

Standard Attack          Steel snap

Standard Attack Damage   100

Special Attack           Thrash

Special Attack Damage    150

Description              Alligators that live emerge from the city
                         sewers.




Enemy Name               Run Away Car

Enemy Type               Native Creature

Hit Points               150

Behavior                 Fast, speeding

Standard Attack          Crashing hurdle

Standard Attack Damage   500

Special Attack           Laser Pulse

Special Attack Damage    50

Description              Unmanned run away cars that keep going
                         until they hit something and explode.
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                         Waterview Beach

Enemy Name                       Crazed Crab

Enemy Type                       Native Creature

Hit Points                       250

Behavior                         Patrolling

Standard Attack                  Claw Clip

Standard Attack Damage           60

Special Attack                   Jump Clip

Special Attack Damage            150

                                 Large crabs that patrol the beaches. They
Description
                                 don’t take too kindly to Wizards running
                                 around on their beaches.



Enemy Name                       Jelly

Enemy Type                       Native Creature

Hit Points                       300

Behavior                         Ambusher

Standard Attack                  Jump Start

Standard Attack Damage           100

Special Attack                   Stick-on

Special Attack Damage            250 over 8 seconds.

                                 Jelly fish that jump around trying to shock
Description
                                 their enemy. They will also latch onto their
                                 enemy and do more electric damage.
                                                          White 38


Enemy Name               Beach Bot

Enemy Type               Minion

Hit Points               250


Behavior                 Patrolling

Standard Attack          Surf slam

Standard Attack Damage   175

Special Attack           Wipe out

Special Attack Damage    500

                         Surfer bots who can summon waves to
Description
                         ride on attempting to attack the player
                         from above.




Enemy Name               Gun Gills

Enemy Type               Minion

Hit Points               300

Behavior                 Slow, patrolling

Standard Attack          Spread shot

Standard Attack Damage   25 per bullet

Special Attack           Laser Cannon

Special Attack Damage    250

                         Medium sized robotic fish who swim in
Description
                         the waters looking for prey to unleash
                         some lead into.
                                                                     White 39


                         Crystalline Caverns

Enemy Name                         Emag Rock

Enemy Type                         Native Creature

Hit Points                         200

Behavior                           Ambusher

Standard Attack                    Anti-magic pulse

Standard Attack Damage             100

Special Attack                     Magical Death

Special Attack Damage              250

                                   Creatures that appear as rocks that emit a
Description                        anti-magic shock randomly that drain
                                   mana and damage those who get caught in
                                   the blast.



Enemy Name                         Cave Slime

Enemy Type                         Native Creature

Hit Points                         250

Behavior                           Slow, patrolling

Standard Attack                    Consume

Standard Attack Damage             50 per tick

Special Attack                     Acid Spit

Special Attack Damage              150

Description                        Slimes that ooze around, latching itself
                                   onto enemies doing damage.
                                                          White 40


Enemy Name               Stone Golem

Enemy Type               Minion

Hit Points               300

Behavior                 Slow, patrolling

Standard Attack          Pummel

Standard Attack Damage   175

Special Attack           Think Fast!

Special Attack Damage    300

                         Medium-large stone creatures that smash
Description
                         enemies and hurl boulders from a
                         distance.




Enemy Name               Bomber Bat

Enemy Type               Minion

Hit Points               150

Behavior                 Ambusher

Standard Attack          Ambushing Shot

Standard Attack Damage   150

Special Attack           Doom Dive

Special Attack Damage    275

                         Robot bats that attack from the ceiling who
Description
                         eventually dive down attack when the
                         player gets too close.
                                                                  White 41


                         Pyramid of Doom

Enemy Name                       Forgotten Ghost

Enemy Type                       Native Creature

Hit Points                       150

Behavior                         Ambusher

Standard Attack                  Phantom Strike

Standard Attack Damage           200

Special Attack                   Consume

Special Attack Damage            500 over 10 seconds

Description                      Restless ghosts of the past who seek the
                                 living to share their torment with.



Enemy Name                       Blazer

Enemy Type                       Native Creature

Hit Points                       100

Behavior                         Slow, patrolling

Standard Attack                  Ignite

Standard Attack Damage           250

Special Attack                   Baluster

Special Attack Damage            n/a

                                 Fire elementals that boost their form by
Description
                                 consuming nearby flames to increase their
                                 damage.
                                                           White 42


Enemy Name               Mummy

Enemy Type               Minion

Hit Points               350

Behavior                 Slow, patrolling

Standard Attack          Slam

Standard Attack Damage   175

Special Attack           Spirit Release

Special Attack Damage    n/a

Description              Mummies have heavy melee damage.
                         They release their ghost spirit when killed.




Enemy Name               Scarab

Enemy Type               Native Creature

Hit Points               200

Behavior                 Slow, patrolling, jumping

Standard Attack          Jump

Standard Attack Damage   75

Special Attack           Gnaw

Special Attack Damage    500

                         Small bugs that jump around that attempt
Description
                         to dig its pinchers into the player, doing
                         moderate damage.
                                                                    White 43


                         Serpentine Sands

Enemy Name                       Cactie

Enemy Type                       Native Creature

Hit Points                       300

Behavior                         Ambusher

Standard Attack                  Needle spit

Standard Attack Damage           100

Special Attack                   Thorn swipe

Special Attack Damage            225

Description                      Plants that actively attack their prey with
                                 ranged and melee thorn attacks.



Enemy Name                       Spitter Snake

Enemy Type                       Native Creature

Hit Points                       200

Behavior                         Patrolling

Standard Attack                  Acid spit

Standard Attack Damage           150

Special Attack                   Noxious Bite

Special Attack Damage            200 and another 100 over 8 seconds

Description                      Large snakes that patrol around to catch
                                 their prey with poison and a ferocious bite.
                                                           White 44


Enemy Name               Time Golem

Enemy Type               Minion, Robot

Hit Points               500

Behavior                 Slow, patrolling

Standard Attack          Time blaster

Standard Attack Damage   275

Special Attack           Trample

Special Attack Damage    400

                         Large metallic robots that patrol near the
Description
                         Spire of Sand who attempt to crush and
                         blast their enemies.




Enemy Name               Eyesplode

Enemy Type               Minion, Robot

Hit Points               200

Behavior                 Ambusher

Standard Attack          n/a

Standard Attack Damage   0

Special Attack           Suicide

Special Attack Damage    500

                         Sentry robots that watch Morlin’s every
Description
                         move. If the wizard gets too close, they
                         will self destruct doing massive damage.
                                                                        White 45


                            15.0 Items and Power Ups

         Below are lists of example items, power ups, weapon upgrades that can be

found in Morlin the Magician.




                                  15.1 Power Ups

         Power ups are found randomly in the world. Some are very common

while others are extremely rare and very powerful. Power up examples are listed

below.




Name                    Health Seed

Effect on Acquire       Restores 10 health

Rarity                  Common

Description             Small apple-looking seed that is commonly found.




Name                    Fresh Apple

Effect on Acquire       Restores 20 health

Rarity                  Common

Description             Red apples that restore 10 health.
                                                                        White 46




Name                Health Potion

Effect on Acquire   Restores 35 health

Rarity              Uncommon

Description         Vial of red liquid that instantly restores 25 health.




Name                Life Giver

Effect on Acquire   Restores 50 health

Rarity              Rare

Description         Hovering ball of red matter encased in a magical seal.
                    When picked up, instantly restores 50 health.




Name                Mana Transistor

Effect on Acquire   Restores 100 mana

Rarity              Common

Description         Small computer transistor with a small blue glow.
                    Instantly restores 50 mana when picked up.
                                                                     White 47




Name                Mana Chip

Effect on Acquire   Restores 200 mana

Rarity              Common

Description         Computer chip with blue glowing outlines. Instantly
                    restores 100 mana when picked up.




Name                Mana Card

Effect on Acquire   Restores 350 mana

Rarity              Uncommon

Description         Blue glowing computer card that instantly restores 200
                    mana when picked up.



Name                Mana Processor

Effect on Acquire   Restores 500 mana

Rarity              Rare

Description         Large processor chip with a blue glow around it. Instantly
                    restores 500 mana when picked up.
                                                                       White 48




Name                Rapid Fire

Effect on Acquire   Players now fire spells 2x faster for 15 seconds

Rarity              Rare

Description         An blurry wand symbolizes this powerup.




Name                Ultra Power

Effect on Acquire   Increases spell damage by 50% for 15 seconds.

Rarity              Rare

Description         An icon of lighting bolts symbolizes this powerup.




Name                Physical Immunity

Effect on Acquire   Makes the player immune to any physical attacks/effects
                    for 10 seconds.
Rarity              Rare

Description         An icon of a shimmering hammer symbolizes this
                    powerup.
                                                                       White 49


Name                Magical Immunity

Effect on Acquire   Makes the player immune to any magical attacks/effects
                    for 10 seconds.
Rarity              Rare

Description         An icon of a shimmering glowing fist symbolizes this
                    powerup.




Name                Underwater Breathing

Effect on Acquire   Allows the player to breath under water without taking
                    any drowning damage for 5 minutes.
Rarity              Rare

Description         An icon of a water bubbles symbolizes this powerup.




Name                Fire shield

Effect on Acquire   Allows the player to absorb 50 physical damage while
                    deflecting any fire damage.
Rarity              Rare

Description         An icon of a fire flame symbolizes this powerup.
                                                                         White 50




Name                Electric Shield

Effect on Acquire   Allows the player to absorb 50 physical damage while
                    deflecting any electrical damage.
Rarity              Rare

Description         An icon of a round electrical bolt symbolizes this
                    powerup.




Name                Poison shield

Effect on Acquire   Allows the player to absorb 50 physical damage while
                    deflecting any poison damage.
Rarity              Rare

Description         An icon of green skull and crossbones symbolizes this
                    powerup.




Name                Frost shield

Effect on Acquire   Allows the player to absorb 50 physical damage while
                    deflecting any frost damage.
Rarity              Rare

Description         An icon of a round snowflake symbolizes this power up.
                                                                     White 51


Name                Second Chance

Effect on Acquire   Instantly restores full health and full mana.

Rarity              Very rare

Description         An icon of glowing wings symbolizes this power up.




Name                Blue Time Stone

Effect on Acquire   Once the player has collected 3 of these stones, he may
                    use them to open a portal into the past.
Rarity              Uncommon

Description         A blue crystal shard.




Name                Red Time Stone

Effect on Acquire   Once the player has collected 3 of these stones, he may
                    use them to open a portal into the future.
Rarity              Uncommon

Description         A red crystal shard.
                                                                       White 52




Name                Blue Crystal Ball

Effect on Acquire   The player can destroy this to instantly summon a portal
                    into the past.
Rarity              Very rare

Description         A blue crystal ball swirling with a blue cloud inside.




Name                Red Crystal Ball

Effect on Acquire   The player can destroy this to instantly summon a portal
                    into the future.
Rarity              Very rare

Description         A red crystal ball swirling with a red cloud inside.
                                                                            White 53


                               15.2 Weapons / Spells

       The primary method for players to attack enemies is through the use of

spells. Spells require mana. Mana slowly regenerates, though it can regenerate

faster with power ups listed above. New spells come in the form of scrolls that

are found throughout the game world. Each scroll has a symbol etched on it that

depicts that type of spell on the scroll. Once the player acquires a spell scroll and

learns a new spell, they will not need to acquire additional spells. The newly

learnt spells are permanent.




                                15.3 Spell Schools

       Morlin the Magician contain spell color type which constitute the spell’s

behavior and how it affects the game world. The magic color acts as a magical

element in other games. Instead of elemental magic, there are magic colors that

dictate a spell’s behavior. The magical colors of Morlin the Magician are red,

black, yellow and white.




       Red Magic – Red magic places an emphasis on fire magic. Most attacks

from this magic school are fire based attacks with a small mix of electric based

attacks. Red magic can deals damage by outputting at a rapid rate doing light
                                                                         White 54


damage. Red magic is versatile as well. The player will be able to move and

jump while casting some of the more advanced spells.




       Black Magic – Black magic places an emphasis on demon magic. Black

magic attacks are more often much slower than Red magic however are a lot

more powerful. Black magic can deal massive blows to foes but it is not as

versatile. In order to cast the more advanced spells, the player must be standing

still order to successfully cast Black magic spell.




       Yellow Magic – Yellow magic places an emphasis on impact and force by

pushing enemies away and crushing them from above. This magic color can act

both as a defensive and offensive ability by pushing enemies away and can

provide utility for using a force shock to blow away obstacles that are normally

impassable such as rocks. Yellow magic can also be used to knock enemies up in

the air to take falling damage.




       White Magic – White magic places an emphasis on defensive ability for

the player. White magic can heal the player and provide barriers from damage.

White magic can also be used to reflect certain attacks and more advanced spells

can make the player immune to damage for a short period of time.
                                                                   White 55




Attack        Electric Shock

Damage        30-35

Speed         0.5/sec

Description   A small electrical ball is thrown doing light electrical
              damage.




Attack        Ignite

Damage        33-38

Speed         0.7/sec

Description   A very fast traveling burst of fire causing light fire
              damage.
                                                               White 56




Attack        Ice bolt

Damage        32-37

Speed         0.8/sec

Description   A medium speed projectile of frost doing light frost
              damage.




Attack        Fire fly

Damage        35

Speed         2/sec

Description   Three bolts fly out from the wizard heading up, down
              and straight on doing light fire damage.




Attack        Pulse

Damage        40

Speed         3/sec

Description   A quick electrical shock in front of the enemy that knocks
              them back a short distance.
                                                              White 57


Attack        Shock Wave

Damage        65

Speed         3/sec

Description   A quick moving wave of electricity flies doing moderate
              to heavy electric damage.

				
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