University of Portland Donald P. Shiley School of Engineering 5000 N. Willamette Blvd. Portland, OR 97203-5798 Final Report Project XNA Game: A Look Into Game Development Team Members: Cory Swanson(Spring Team Lead) Fenton Radford(Fall Team Lead) Tom Aaro Faculty Advisors: Andrew Nuxoll Clients/Alpha Testers: Andrew Graham Billy Gibbs Phone 503 943 7314 Fax 503 943 7316 . . . . . Revision History . . Rev. Date. 0.1 4.9.2012 . FINAL REPORT TEAM DEADLY GAME 0.2 4.11.2012 0.3 4.18.2012 0.9 4.24.2012 1.0 4.24.2012 REV. 1.0 Author T. Aaro F. Radford C. Swanson T. Aaro C.Swanson T. Aaro F. Radford C. Swanson T. Aaro F. Radford C. Swanson F. Radford PAGE II Reason for Changes Initial draft. Began implementation of feedback Continued feedback implementation, inserted screenshots, introduction, conclusion. Implemented second round of feedback from advisor. Final proofreading and crossreferencing . . . . . Table of Contents . . Introduction ............................................................................................................................... 7 . . Summary: ........................................................................................................................... 7 FINAL REPORT TEAM DEADLY GAME REV. 1.0 PAGE III Highlights: ..........................................................................................................................7 Assessment: ........................................................................................................................7 Overview: ...........................................................................................................................8 Screenshots: ........................................................................................................................8 Technical Outcomes .............................................................................................................. 15 High Level Overview:..................................................................................................... 15 Major Components:......................................................................................................... 15 Foreword on Object Oriented Programming: ......................................................... 15 Game: ........................................................................................................................ 15 Player:........................................................................................................................ 16 GameObject: ............................................................................................................. 16 Skill: .......................................................................................................................... 17 Projectile: .................................................................................................................. 17 Condition:.................................................................................................................. 17 Block: ........................................................................................................................ 17 Process Outcomes .................................................................................................................. 18 Assumptions: ................................................................................................................... 18 Assumption: .............................................................................................................. 18 Result:........................................................................................................................ 18 Assumption: .............................................................................................................. 18 Result:........................................................................................................................ 18 Issues that arose during implementation: ................................................................ 19 . . . . Design Changes:............................................................................................................... 19 . Milestones:....................................................................................................................... 19 . . Physics:...................................................................................................................... 20 . FINAL REPORT TEAM DEADLY GAME REV. 1.0 PAGE IV Basic Attack: ............................................................................................................. 20 Damage: .................................................................................................................... 21 Beta Test:................................................................................................................... 21 Remaining Highlighted Milestones: ........................................................................ 21 Risks:................................................................................................................................ 21 Art is not finished by Founder’s Day....................................................................... 21 Sound is not high enough quality............................................................................. 21 Sharing the School’s Xbox 360 with the Game Design class ................................ 22 Conflict between Senior Design, Game Design, and Compilers ........................... 22 Resource Requirements: ................................................................................................. 22 Time: ......................................................................................................................... 22 Budget: ...................................................................................................................... 22 Version Control: .............................................................................................................. 22 Project Additions:............................................................................................................ 23 Conclusions ............................................................................................................................ 23 Summary: ........................................................................................................................ 23 Improvements: ................................................................................................................. 23 Appendix A: List of Skills..................................................................................................... 24 Appendix B: List of Projectiles ............................................................................................. 25 Appendix C: List of Conditions ............................................................................................ 25 . . . . List of Figures. . . Figure 1 . Title Screen ..................................................................................................................... 8 . . .........................................................................................................9 Figure 2 . Main Menu Screen FINAL REPORT TEAM DEADLY GAME REV. 1.0 PAGE V Figure 3 . Character Customization Screen ...................................................................................9 Figure 4. Game Options Screen................................................................................................... 10 Figure 5. Gameplay Screenshot 1................................................................................................ 11 Figure 6. Gameplay Screenshot 2................................................................................................ 12 Figure 7. Practice Mode Gameplay ............................................................................................. 12 Figure 8. Pause Menu................................................................................................................... 13 Figure 9. Post Game Screen......................................................................................................... 14 Figure 10. High Level Class Diagram......................................................................................... 15 . . . . List of Tables . . . By Weight Class ......................................................................... 16 Table 1. Attributes Modified . . Table 2. Project Milestones.......................................................................................................... 19 FINAL REPORT TEAM DEADLY GAME REV. 1.0 PAGE VI . . . . Introduction . . . Summary: . . we chose to create a game for the Xbox 360, Brawl Stars. All For our senior design project FINAL REPORT TEAM DEADLY GAME REV. 1.0 PAGE 7 three of the members of our team are interested in and enjoy videogames and we felt that the senior design project was an excellent opportunity to pursue this interest. The game we created was based off of one of our favorite fighting games: Super Smash Bros. Like Super Smash Bros. Brawl Stars features a knock back system of combat as opposed to the usual health bar depletion system seen in many fighting games. Dissimilarly from Super Smash Bros. and other fighting games we chose to have a high degree of character customization. Most fighting games have a set roster of characters with character specific move sets. Brawl Stars features 3 separate weight classes (light, medium, and heavy) and allows players to pick a set of 4 skills from a pool of 8 abilities. Additionally, Brawl Stars deviates from many fighting games in that moves are executed via single button inputs as opposed to complex button combos. Highlights: Brawl Stars was a huge success. During design and implementation we were able to fulfill all of our milestones, though not always by the expected date of completion. One of the largest difficulties we faced during the implementation of our project was that of collision detection. Collision detection is a complex problem and ended up require five times the time we expected it would take to implement it. Another challenge we faced was working with an outside artist. As the artist had less at stake the fear that he would not produce was always a fear and at one point he even felt he had to leave the project. Luckily the artist was able to get some help and completed all of the requested art in time for the game’s completion. One last surprise we encountered during our project was the fact that a Creator's Club account (an account required to run our game on the Xbox 360) was not included by default in the school’s software lease from Microsoft like Word or Windows. With some help from Dr. Tammy Vandergrift we were able to sort out this issue and get the game running on the console. Assessment: As a team, we have been very pleased with our performance as a whole. All three members of the team were able to contribute and work together on the project and still maintain a healthy friendship at the same time. We are very proud of the fact that we were able to accomplish all of our primary objectives and we are very pleased with the game. One area we feel like we could have improved in was our version control system. We chose to forgo a version control system like git or subversion. Instead, we chose to use drop box to upload different versions of the code. This quickly led to confusion as to which version of the code was the most up to date as we would often be working on different parts of the game in parallel. . . . . Overview: . . will discuss the implementation and results of the project in more The remainder of this paper . detail. Specifically, it will . cover some of the technical aspects of the project, including a high level overview of the game . architecture and discussion of some of the most important classes FINAL REPORT TEAM DEADLY GAME REV. 1.0 PAGE 8 in the game. Next it will move on to cover some of the outcomes of the project including the outcomes of our assumptions, changes made to the design during implementation, a look at our milestones and how they went and discussion of our risks, time management and budget. Lastly we will wrap up the report with a final summary and discussion of improvements that could be added to the game in the future. Screenshots: The following screenshots depict the player’s point of view as well as show off the most important aspects of the game. Figure 1 . Title Screen Figure 1 is a screenshot of the Title Screen when you first turn on the game. From here the player can press start to proceed to the Main Menu Screen (Figure 2). FINAL REPORT TEAM DEADLY GAME . . . . . . . . . REV. 1.0 PAGE 9 Figure 2 . Main Menu Screen Figure 2 is a screenshot of the Main Menu Screen. From here the player can choose to select Multiplayer Mode, Single Player Mode, or to view the Credits. By selecting Multiplayer or Single Player Mode the player will then proceed to the Character Customization Screen (Figure 3). Figure 3 . Character Customization Screen Figure 3 is a screenshot of the Character Customization Screen. Here the player is able to create their character by selecting which weight class to be and which skills the player would like their character to have. Once the player is ready they can select the ready button at the . . . . bottom of the screen. If.the player selected Practice Mode then only one player’s screen will be initialized. If the player . selected Multiplayer Mode then if other players joined in by pressing start on their controllers then their screens would initialize as well. Once the player or . players are ready then they . will proceed to the Game Options Screen (Figure 4). . FINAL REPORT TEAM DEADLY GAME REV. 1.0 PAGE 10 Figure 4. Game Options Screen Figure 4 is a screenshot of the Game Options Screen. Here the player can select how much time they want a round to last as well as how many lives a character can have. Also the player can choose what map to play on where each map has its own unique layout and obstacles. Once the player is ready then gameplay can begin (Multiplayer: Figure 5, Figure 6; Single Player: Figure 7). FINAL REPORT TEAM DEADLY GAME . . . . . . . . . REV. 1.0 PAGE 11 Figure 5. Gameplay Screenshot 1 Figure 5 is a screenshot of a player in game. You can see that the time is displayed at the top of the screen and the number of lives that the character has is displayed at the bottom of the screen next to the avatar’s head. The bottom of the screen is reserved for each of the characters stats (i.e. how much damage has been taken, what skills they have, what conditions are afflicting them, how many lives they have). The rest of the screen shows all the action. You can see the character has used Icewall, Poison Grenade, and the character has begun charging Donkey Punch. FINAL REPORT TEAM DEADLY GAME . . . . . . . . . REV. 1.0 PAGE 12 Figure 6. Gameplay Screenshot 2 Figure 6 is another screenshot of gameplay. The player has chosen to create a light character with a different set of skills. Also note that the character has been afflicted with the burning condition and is displayed at the bottom of the screen. Figure 7. Practice Mode Gameplay Figure 7 is a screenshot of Practice Mode Gameplay. There is a dummy player in this mode which the player can test out their various customized characters. FINAL REPORT TEAM DEADLY GAME . . . . . . . . . REV. 1.0 PAGE 13 Figure 8. Pause Menu Figure 8 is a screenshot of the Pause Menu. During gameplay at anytime the player may choose to pause the game by pressing start on the controller. This screen will pop up, halting gameplay, allowing the player to return to the Main Menu if they so choose or to resume gameplay. This is a must in games so that way players can go get a drink mid-game if necessary. FINAL REPORT TEAM DEADLY GAME . . . . . . . . . REV. 1.0 PAGE 14 Figure 9. Post Game Screen Figure 9 is the Post Game Screen. Here players can see how well they fared against each other in combat. Here players can see how often they died and killed one another and a few other stats from the game. . . . . . Technical Outcomes . The following section .details the resulting technical portion of our project. First we will . of our entire project, and then we will go into detail about the provide a high level diagram specific purpose of each.major component shown in the diagram. FINAL REPORT TEAM DEADLY GAME REV. 1.0 PAGE 15 High Level Overview: The following is a high level class diagram. Solid lines denote inheritance, dashed lines indicate use. Figure 10. High Level Class Diagram Major Components: Foreword on Object Oriented Programming: Our game makes use of the object oriented programming paradigm. The main feature of object oriented programing is inheritance. The idea of inheritance is that certain classes represent more general objects and other more specific objects inherit methods and variables from them. As an example consider a vehicle class that has whether a vehicle is meant for air, land or water and how big a vehicle is. A car class could inherit those two attributes from vehicle and add its own unique attributes such as miles per gallon or max speed. Game: The game class is the class which handles the actual calculations for the game. Parts of the game such as collision detection, animation, navigating menu screens and choosing character options are handled by the game class. The game class also hosts all the collections of other . . . . classes such as the list. of characters, levels, conditions, and projectiles. The game class interacts with every other . part of the game acting as a driver for the entire project. . Player: . . FINAL REPORT TEAM DEADLY GAME REV. 1.0 PAGE 16 The player class is the game’s representation of a player. This class contains information about the player such as how much damage the player does, how fast the player can move, a list of what skills the player has selected and what conditions are currently affecting the player. Each Player in the game is represented by their own instance of the player class. A player’s character can fall into one of three categories: light, medium and heavy. These categories affect the character’s attribute. Attributes are characteristics like how high the character jumps, how high the character runs, and how long a character must wait between casting skills. The following table describes the attributes affected by the user’s choice of weight class. Table 1. Attributes Modified By Weight Class Light Medium Heavy Speed 11 9 7 Jump Height 10 9 8 GCD Length 1100ms 1000ms 900ms Heavy Attack Damage 12 15 18 Light Attack Damage 2 8 10 *Note: Numbers without units are scalars. GameObject: The GameObject class is the basis for all corporeal objects represented in our game. Projectile, block, and player classes are all subclasses of game object. The following is a list of the fields inherited from game objects: - x coordinate o The x position of the object on screen. y coordinate o The y position of the object on screen. Width o How wide the object is. Height o How tall the object is. isActive . . . . o The .Boolean representing whether or not the GameObject should be drawn, . or still applying its effects in the game. hitBox . o The .rectangle that defines the area that projectiles can collide with the object. . FINAL REPORT TEAM DEADLY GAME - - REV. 1.0 PAGE 17 boundingBox o The rectangle that defines the drawing area for the sprite of the object. sprite o The animated sprite that displays the object. faceLeft o A sprite effect that manipulates the direction the sprite is drawn. Skill: Skills are the various special abilities that players may choose on the character selection screen for use during game play. Skills have various effects including creating projectiles, teleporting the character or creating destructible blocks. When a skill is used, it goes on cool down for a short period of time. Spells cannot be used while they are on cool down. Spells have different cool downs depending on how powerful the skill is. A full list of the skills can be referenced in Appendix A: List of Skills. Projectile: Projectiles represent objects like bullets, fireballs, lighting bolts or missiles in the game world. Projectiles have an effect that occurs when they hit a character or wall. Projectiles are created by characters when they use any skill with the exception of teleport. As an example, the fireball skill creates a fireball projectile that moves across the screen. Upon collision with a character the projectile disappears and inflicts damage to the character that was hit, and applies a burning condition. If a fireball hits a wall the projectile is destroyed. A full list of projectiles can be found in Appendix B: List of Projectiles. Condition: Conditions represent lasting effects on characters brought on by skills or elements of a level. All conditions have a time limit or some other trigger that ends the effect. Conditions can have a wide range of effects such as healing or dealing damage to a character periodically, granting the character bonuses to character traits like speed or armor or returning the character to a certain position when the condition ends. A full list of conditions can be found in Appendix C: List of Conditions. Block: Blocks are used to make up the various levels in the game. All parts of the terrain are made up of various types of blocks. Unless otherwise noted, blocks will not harm players on contact, be it from running into a block or falling onto it from any height. Block types and their associated properties are listed below: . . . . – These blocks make up the majority of most levels and cannot be Indestructible block . destroyed by any . means. A character cannot move through these blocks and most projectiles will be . destroyed when they run into indestructible blocks. . Destructible block . – these blocks, like indestructible blocks, will block a character’s FINAL REPORT TEAM DEADLY GAME REV. 1.0 PAGE 18 movements as well as destroy most projectiles. Unlike indestructible blocks, these blocks have a variable amount of health and can be destroyed by a character’s attacks and skills. Regenerative Blocks – These blocks behave like destructible blocks, but after a short time they regenerate their health and reappear when they have reached full health. Lava – lava is represented in the game as a separate type of block. Lava will not flow and cannot be moved or destroyed by a character. Any character that comes in contact with a lava block will have the burning condition inflicted on entry and will constantly have its duration refreshed while the player remains inside the block. Process Outcomes Assumptions: During our design process we made two key assumptions, the following are the assumptions we made during our design, and the results found during our implementation: Assumption: Programming to Xbox 360 will be similar to programming for a PC in that we hope to take all of our experience with object oriented programming and the C#/Java environment to our benefit. Result: This assumption held, during the development of our project, we were able to use our familiarity with the object oriented paradigm to have our object interact seamlessly within our game setting. Assumption: Because the Xbox 360 provides no internal coding functionality, we programmed the game on a PC, as such we assume code we write and test on the PC will behave the same as when we port the project to the Xbox 360. Result: While our assumption was correct in that we could easily transfer the game from the IDE to the Xbox console, we were incorrect in assuming the schools network would allow us full usability after getting our development console whitelisted on the school network. . . . . implementation: Issues that arose during . project we also ran into an assumption we failed to note during the While implementing this . design process: We had . assumed that we would be able to acquire a creators club license through UP’s MSDNAA . agreement with Microsoft. Despite the fact that this ultimately held true, we had to gain. Professor Vandergrift’s assistance in acquire our creators club FINAL REPORT TEAM DEADLY GAME REV. 1.0 PAGE 19 membership. Design Changes: Our project deviates very little from our original design, the system hierarchy in place is consistent with the one described in the design document. Where the implementation differs from our original design, is the complexity of each individual system. Many classes especially, player and game ended up with a multitude of instance variables that we had not anticipated during the design process. For example our player required Booleans for their various combat statuses like whether or not they were blocking, dodging, or grounded. As a result of these additions, our individual systems became more complex, but the system as a whole remained more or less unchanged. Milestones: During our implementation we used a list of milestones track our progress, the following is a table that describes the estimated and completion dates of the milestone we created. Milestones highlighted in red were completed after our originally estimated date. Table 2. Project Milestones Number Description 1 2 3 4 5 6 7 8 9 10 11 12 13 Functional Specification v0.9 Functional Specification v1.0 Game Website Design Document v0.9 Design Document v1.0 Display Game Character Movement Actions/Control Scheme Physics Animation Gravity Catch Up Basic Attack Estimated Actual Completion Completion Date Date 9/23/11 9/30/11 10/14/11 11/11/11 11/18/11 11/21/11 11/28/11 11/28/11 11/28/11 12/5/11 12/5/11 12/12/11 1/19/12 9/23/11 9/30/11 10/14/11 11/11/11 11/18/11 11/21/11 11/28/11 11/28/11 2/9/12 12/5/11 12/5/11 12/12/11 1/23/12 FINAL REPORT TEAM DEADLY GAME 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 . . . . . One Skill . Damage . Half . of Remaining Skills (1/2) Half . of Remaining Skills (2/2) REV. 1.0 Catch Up Conditions Levels Menus Skill Sets Sound Beta Test Polish Gameplay Rebalance Mechanics Implement Beta Feedback Catch Up PAGE 20 1/19/12 1/19/12 1/26/12 1/26/12 2/2/12 2/9/12 2/16/12 2/6/12 2/6/12 3/8/12 3/15/12 4/2/12 4/2/12 4/2/12 4/9/12 1/19/12 1/23/12 1/26/12 1/26/12 2/2/12 2/9/12 2/16/12 2/6/12 2/6/12 3/8/12 3/29/12 4/16/12 4/16/12 4/16/12 Other than the milestones listed below, all of our milestones were completed on time. While we wish that milestones were completed early, it did not occur. Below are the milestones that were completed after their due date along with the reason for their late completion. Physics: This was, by far the most complex aspect of our game. Because we had a physics engine that we had tested prior to implementation that worked, we thought that this milestone was going to function in our final framework, however when we actually ported collision detection over it became severely broken. When we moved the engine over, while players could walk across flat surfaces, when colliding with blocks at an angle, players would fly across the screen. During our debugging process, we attempted to use a significantly different physics engine. Our first engine attempted to use algebra to calculate where a player would collide with a block and stop his movement at the appropriate point. Our second engine attempted to calculate how far into a block a player ended up after their movement, and correct for the error in depth by the calculated amount. Finally we took the insight gleaned from both engines and created the currently implemented form of our physics engine that uses the process of the first method, and correctly applies the formulae to the appropriate intersections. Basic Attack: About half way through the project we switched our meeting times with our advisor, that being said we fell victim to miscommunication and as a result we failed to schedule a meeting in a timeframe that allowed us to complete this milestone on time. . . . . Damage: . . This milestone was late .for the same reason discussed in the basic attack milestone above. . Beta Test: . FINAL REPORT TEAM DEADLY GAME REV. 1.0 PAGE 21 We ended up rescheduling this milestone twice. First we discovered that holding a beta during the weekend prior to spring break was impractical because most of our prospective beta testers were out of town we decided to postpone the beta test for a week. Next we felt like the project was not yet polished enough to provide a good testing bed for our beta testers. We decided to delay our beta for a second week in order to provide a more reasonable product for testing. The reason the game was not fully prepared for this milestone came about due to a large assignment in another course, a risk we noted in our design, but failed to fully accommodate. Remaining Highlighted Milestones: Because the last three milestones including polishing gameplay, rebalancing mechanics, and implementing feedback are iterative processes, we are continuously working on these milestones. At this point in time we feel as though we have created a functional game, which covers the requirements laid down in both our functional specification and our design document. We took longer to polish our game than expected because we were not yet satisfied with the overall quality until just before founder’s day. Risks: During our design process we came up with four possible risks that might arise during development. The following are those risks, and if they arose, how they were countered. For full risk descriptions, refer to the risks section in the functional specification. Art is not finished by Founder’s Day Although this posed a potential risk, we managed to pull through it unscathed. The artist nearly quit half way through the semester, however he quickly received reassurance and help from family resulting in the art being completed in ample time. Sound is not high enough quality Despite our original concern that the sound quality would be too poor to be used in our game, it turns out the recording equipment available was more than adequate, producing sound that was actually too high quality for the development framework we used to handle. We were easily able to dumb down the sounds we created, saving them in a lower quality format. . . . . 360 with the Game Design class Sharing the School’s Xbox . . our advisor who also is responsible for teaching the game design We were able to work with . to reserve exclusive rights to the development console. As a course here at the university . result this was a non-issue. . FINAL REPORT TEAM DEADLY GAME REV. 1.0 PAGE 22 Conflict between Senior Design, Game Design, and Compilers This was the most significant risk associated with this project. Because all three members are enrolled in other labor intensive classes the time we were able to output on this project week to week was dependent on other commitments. In the end we were able to mitigate the effects of this crisis through well planned milestones (with the exception of the Beta Test: milestone) and meetings. Resource Requirements: Time: For the implementation portion of this project we forecasted only 127 man hours. In fact we spent 201.5 hours. A large portion of this disparity comes from the unexpected difficulty with collision detection. Collision detection was a complicated algorithm and working out the bugs that resulted from it took the largest amount of time. While we originally planned only a week to implement and debug this portion of our game originally, it actually ended up taking us five weeks to fully implement the system. Otherwise the extra time comes from each system being individually more complex than planned. Budget: During our project we budgeted 150 dollars for our artist, and 50 dollars for sound. Payment for art was straight forward, upon completion the artist was paid in full. While we originally budgeted money for sound creation and editing; we ended up not needing that portion of our budget. Finally we almost had an expenditure we did not anticipate. We had originally assumed we would be able to acquire our creator’s club license through the university’s software agreement with Microsoft (see Assumption:), if this had fallen through, we would have been required to spend an additional 100 dollars. Fortunately we were able to work with Professor VanDeGrift and get our license free of charge. Version Control: This project used a self-implemented version control system using dropbox as a base of operations for the team. When a version of the program was implemented, a new zipped folder was placed in the team dropbox along with a change log, and never deleted. After one month of development the most up to date version was left in the dropbox but all other versions were archived to another location. While this did not cause any problems for our group and worked well, a more strictly enforcing system like git or subversion would be suggested. . . . . Project Additions: . . Because we picked an. ambitious project from the beginning, we have not been able to implement functionality.beyond that of our original design. . FINAL REPORT TEAM DEADLY GAME REV. 1.0 PAGE 23 Conclusions Summary: In summation, we feel that this document provides a more thorough understanding of both our project and its successes. The technical outcomes section provided a clearer picture of how our game was organized and how it functions. The process outcomes section showed some of the initial design decisions, assumptions and risks and the how those elements played out during the implementation of our project. As a whole, we are very proud of the product we created and feel that our accomplishments speak for themselves. All primary objectives were completed and anyone who has played the game can tell you that it is surprisingly fun to play, which is all a game can truly hope for. Improvements: If we decide to continue development of Brawl Stars there are a few areas in which we could improve and expand the game. First and foremost the game could benefit from continued testing, debugging, and polishing. This would include things like gameplay tweaks and balances in addition to polishing on menus and the overall feel of the game. As far as additions to the game, the most likely improvement would be the addition of more skills. While 8 skills offers us a fairly robust pool of abilities to choose from there are still some areas we would like to explore including more powerful projectiles, healing and defensive abilities, and abilities which apply additional conditions besides burning and poison. Lastly, we would like to try and get our game onto the Xbox Live Marketplace. . . . . . of Skills Appendix A: List . . the player’s character across the screen in the direction the player is Teleport – Moves . facing and upwards. . Applied: None o Conditions FINAL REPORT TEAM DEADLY GAME REV. 1.0 PAGE 24 o Cooldown: 12 seconds o Damage: 0 o Range: 500 pixels Fireball – Creates a fiery projectile which is hurled away from the character to damage the enemy, causing initial damage as well as applying the Burning condition. When it hits a wall it disappears. o Conditions Applied: Burning o Cooldown: 5 seconds o Damage: 5 o Range: 650 pixels Ice wall – Summons a destructible wall in front of the character which can be used to block enemies and projectiles. If an enemy is caught in the initial summon of the ice wall then they take damage. The wall has 10 health. o Condition Applied: None o Cooldown: 7.5 seconds o Damage: 3 o Range: created 2 x caster’s width in pixels in front of the character Stone Clap – Raises stone hands from the earth colliding them with the enemy. This skill can only be used while on the ground. o Condition Applied: Stun o Cooldown: 11 seconds o Damage: 10 o Range: created 100 pixels in front of the character Magic Missile – A magical projectile that seek out the nearest enemy. If they hit a wall then it disappears. o Condition Applied: None o Cooldown: 5 seconds o Damage: 8 o Range: 600 pixels unless chasing where it will only disappear if it hits something Poison Grenade –A projectile is thrown by the character, creating a cloud of poison on impact that damages enemies caught in the resulting fallout that lasts for 5 seconds constantly inducing the slow condition. o Condition Applied: Poison o Cooldown: 8 seconds o Damage: 2 for initial grenade projectile o Range: until it hits something Scorpion Wire – Character sends a projectile from them towards an enemy, if it hits, the target is pulled towards the attacker. If it hits a wall then it does nothing o Condition Applied: None o Cooldown: 8 seconds . . . . o Damage:. 5 o Range: 700 . pixels Donkey Punch –. Character throws a mighty punch after charging up the attack. The player presses the . button assigned to the skill once to initiate charging and again to unleash the attack . during any moment of charge or once the charge is complete. The FINAL REPORT TEAM DEADLY GAME REV. 1.0 PAGE 25 damage will scale according to the proportion of charge. Maximum charge takes 4 seconds. This skill knocks the enemy away if hit. o Condition Applied: None o Cooldown: 1.5 seconds o Damage: 5 – 20 depending on how long the skill was charged for o Range: 35 pixels in front of the character Appendix B: List of Projectiles Fireball – A ball of fire that moves in a straight line o Speed: 8 Magic Missile – A missile that seeks out the enemy o Speed: 8 Poison Grenade – A projectile that is thrown in an arc. o Speed: 8 Scorpion Wire – A projectile that travels towards the enemy and then returns to the character who used it. o Speed: 12 * Note: Units are only for scaling Appendix C: List of Conditions Burning – Ignites the character setting them on fire causing damage over time. o Duration: 3 seconds o Effect: 5 damage per second Stun – Prevents the character from moving or using any skills. o Duration: depends on skill used (Stone Clap: 1 second) o Effect: None Slow – Hinders the character’s movement speed down to half of normal speed. o Duration: 3 seconds o Effect: None Haste – Increases the character’s movement speed to 1.5 times that of normal speed. o Duration: 3 seconds o Effect: None o Note: No skill in the game currently induces haste Poison –Hinder’s the characters movement as well as applies damage poison damage over time. o Duration: 5 seconds o Effect: 1 damage per second
© Copyright 2026 Paperzz