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Game Design Document

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Content

Owen Evans

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Game Portfolio
Riloh
Set in the prehistoric era of dinosaurs and humanity, life is now standing on the brink of extinction. In the depths of Arthland, a character emerges from the midst; Riloh, who steps forth to rid the world of its evil and set a new age for the creatures of Earth.

Platform: Xbox 360 Target Demographic: 15+, RPG fans, Story lovers, fiction fans, fantasy fans Key words:
XP = Experience Points HP = Health Points MP = Mana Points

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Desired player experience .......................................................................................................................... 4 Game features ............................................................................................................................................ 5 Characters ................................................................................................................................................... 6 Player Character (Protagonist) ................................................................................................................ 6 Antagonist............................................................................................................................................... 7 NPCs ........................................................................................................................................................ 7 Drones .................................................................................................................................................... 9 Story outline ............................................................................................................................................. 10 User Interface ........................................................................................................................................... 13 Main Display ......................................................................................................................................... 13 Feedback ............................................................................................................................................... 14 Controls ................................................................................................................................................ 16 Camera .................................................................................................................................................. 18 Home Menu .......................................................................................................................................... 20 In-game Menus ..................................................................................................................................... 21 Classes ...................................................................................................................................................... 25 Voodoo ................................................................................................................................................. 25 Pincer .................................................................................................................................................... 25 Crypto ................................................................................................................................................... 25 Sharpie .................................................................................................................................................. 26 Void....................................................................................................................................................... 26 Invigorator ............................................................................................................................................ 26 World Systems .......................................................................................................................................... 27 Combat ................................................................................................................................................. 27 Death .................................................................................................................................................... 30 Crafts .................................................................................................................................................... 30 Questing................................................................................................................................................ 31 Economy & Resources .......................................................................................................................... 33 Group .................................................................................................................................................... 34 Time ...................................................................................................................................................... 35 Space..................................................................................................................................................... 36 Achievements ....................................................................................................................................... 38 2|P age

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Character Progression............................................................................................................................... 39 Levelling ................................................................................................................................................ 39 World .................................................................................................................................................... 41 Attributes .............................................................................................................................................. 44 Magic .................................................................................................................................................... 45 Items ..................................................................................................................................................... 52 Mana and Health Points........................................................................................................................ 55 Music and Sound ...................................................................................................................................... 56 Music .................................................................................................................................................... 56 Sounds .................................................................................................................................................. 57 Level Specifics ........................................................................................................................................... 58 Landscape ............................................................................................................................................. 59 Quests and Resurrection points ............................................................................................................ 59 Items/magic revelation ......................................................................................................................... 60 Enemies and Clans ................................................................................................................................ 60 Available items/resources/magic .......................................................................................................... 61 Expected Difficulty curve ...................................................................................................................... 62 Expected Interest Curve ........................................................................................................................ 62 Difficulty tables ..................................................................................................................................... 63 References ................................................................................................................................................ 64

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Desired player experience
   The sense of doom impending on a world which is struggling and under stress due to the nature of the story. The player should feel the hero or an imminent hero as the game progresses. The feeling of progression through taking on more companions and advancing in story and levelling whilst experiencing the advantage of having a tightly knit group which has character, personality and uniqueness. To witness companions’ personality through never before seen interactive actions and behaviours such as continuously blasting magic or hitting their dead enemies in anger, or playing kick-ups with a head of a carcass for humour or hugging the player and tapping on the player’s shoulder to point out something of interest. Emotional driven experiences made possible through the story, conflict, villains and companions and a feeling of attachment to friends within the game. A User Interface which provides simplicity, accessibility and efficiency yet provides another layer of depth for hardcore gamers such as customisation.



 

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Game features
   Set in the prehistoric ages, where the dinosaurs are dying from the process of extinction and the main villain is pulling humans and creatures from other galaxies to be tortured on earth. A story which motivates the player and engages them in new and interesting ways which will see the attachment of the player to friends and enemies. Mental and physical attributes which ensure the player is rewarded by not only levelling, but by helping creatures and humans and remaining loyal to groups and friends and committing heroic acts and deeds. Combat which is thrilling and surprising made possible by the action packed magic and melee system, companions and tactical enemies in the game. A User Interface which progresses with the player, changes with the gameplay and provides an element of depth and fluidity unlike any other UI before. Gameplay which mixes together combat and quests, puzzles and bosses, adventure and passiveness variable gameplay and an excellent flow for the player to immerse themselves in.

  

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Characters
Player Character (Protagonist)
Name: Riloh Nickname: Riy Age: 32 Beginning Traits: Riloh is a strong, bold hearted man who is ripe with charisma. Once he sets his goals he fights for them with passion and vigour, but can tend to set a blind eye to his close ones in his will to complete the task at hand. When it comes to temptations he doesn’t fall head over heels to get them but acts smooth and changeless; the kind of immovable character which makes him appear fearless and hardy. Riloh doesn’t tend to show his emotions so easily, but has a vulnerable side which shows itself in times of despair and desperation. Through this barrier of emotion though, Riloh actually likes the help from others and appreciates it and often, like his vulnerability, shows his appreciation from time to time. Ending Traits: Still a strong and bold hearted man, Riloh is now a less uniform character, showing his feelings more so and treating his close ones with greater compassion and thought. Crossing over the lands he stands tall and proud, yet with no ego or arrogance. Riloh believes great things happen for great causes. Background: Born and raised by two loving parents on the planet of Streken, Riloh was brought up to be a kind and thoughtful lad. Even as an only child, Riloh was never spoilt. His Mother and Father would work and tend to the farm where Riloh would help clean the animals and even talk to them in lonely hours. However, when their lands came under attack by Drebin things changed for the worse. His father was torn away from him and his Mother. As she grew old and became stricken with cancer, Riloh tended to her with all his love and attention. Before long though, Drebin returned and this time tearing Riloh from his only friend and parent. As he was dragged away he saw his ill Mother cradled in her bed, knowing she wouldn’t last the next week without his care. To no avail were his efforts to escape Drebin’s grasp and he was dumped in Deathvale, within Arthland, on the planet of Earth. Motivation: Knowing Drebin for who he is, Riloh seeks out to destroy him for the deeds he committed on his home planet of Streken and the disgust and unforgivable acts he has caused on earth and to its inhabitants. He becomes attached to companions on his journey through Arthland, and with them by his side, only more passion grows like a seed his heart to destroy the evil that threatens to kill the ones he loves. He can’t lose them again. 6|P age

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Antagonist
Name: Drebin Nickname: The Dark Mist Age: Unknown Traits: Straight to the point, conniving and twisted Drebin is full of evil and disgust, choosing to release all his revolting desire to kill everything on the lands of Arthland. Background: “Drebin explains how he was cast away from his world for defending his people from their corrupted and evil so called protectors. As he was cast away, he fell into the hands of a ‘lonely walker’; a shadow in the blackness of space which empathised with him and took him back to his world. The lonely walker cared for him for weeks and told him how he could make up for his failure of defending his world from the ‘protectors’ by going to their home planets and tricking them into going to earth, but then trapping them their while the extinction took place. “ Motivation: To destroy all the creatures and people that resembles the corrupted protectors of his world. Having lost all his trust in people, Drebin sets out to remove all that threaten him in his path.

NPCs
Name Relevance to player Description Hugo Sidekick Sent forth to make the regions of Arthland safer, Hugo’s parents need the safety and warmth of their once peaceful home to accompany them in their dying years. A friendly, approachable character that can easily, and sometimes too easily become attached to companions. He strives to help those around him and offers more than help; compassion, best friend, brother and the kind of wishful thinking that may turn events round when they start to spiral down into oblivion.

Traits

Name Relevance to player Description

Traits

King Aeron Governor of Arthland, useful in giving details and aid Believes dinosaurs and humans can do more in working together and stopping the extinction from happening, King Aeron has his interest more in halting the process that threatens to wipe out the world he knows and loves… That is the extinction. A noble, proud half human, half dinosaur entrusted with protecting Arthland and all its inhabitants. Strives for the best with the best intentions and believes the power of the inhabitants of Arthland grouping is the only way to stop Drebin. King Aeron is a powerful, unstoppable force in the body of a struggling mix of two of the most powerful species on Earth. 7|P age

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Name Relevance to player Description

Traits

Huntin Companion Brought up in the mountains as an only child Huntin was fearless and strong. Goblins didn’t come within 500 yards of his presence, and the ones that did lived to regret it. Caring, considerate man, who remains loyal to the ones he trusts. A humble character, but with his sometimes belligerent manner and highly steering attitude he can be hard to deal with at times.

Name Description

Celia A mystical character; timid and modest she can often be hard to get a response out of. However, she has another side which shows itself at the most spontaneous times which presents Celia as a Smooth, dominant woman full of ambition and heart.

Name Description

Laquita Comes across as a desperate, struggling girl who is agreeable and polite. Laquita is a calm, passive character with no other ambition other than to get to see her family again.

Name Description

Volve As Huntin’s pet, Volve is a submissive, naïve and helpless creature yet at the same time, secretly aiming to become like Huntin; a fearless fighter. As Volve grows up he takes on these traits, proving to be a worthy asset to the company.

Name Description

Todas A wise wolf, father of Volve. Todas sits back from the battle in Arthland, choosing to let fate take its course, and only using his almighty power to strike down an enemy when in defense.

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Drones
Name Description Ghouls Evil demons that have no mercy on any other creature, sometimes including their own breed.

Name Description

Dinosaurs Some dinosaurs are passive where as others are deadly and destructive. Dinosaurs range from small Velociraptor to large Tyrannosaurus Rex. There is also flying and underwater dinosaur.

Name Description

Goblins Small, evil creatures that inhabit dark, treacherous caves and coves, mountains and woods.

Name Description

Ghosts By the doings of Drebin, unborn babies spirits have been released to venture over haunted lands in search of living creatures to destroy and torture.

Name Description

Rebels Mostly twisted humans by the evil of Drebin, Rebels will be encountered all over Arthland.

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Story outline
A meteor struck earth in the Cretaceous period, 144 million years ago. It struck causing a slow and painfully deteriorating world where everything and everyone was in danger of extinction. Doom was upon the world. The protagonist named Riloh is the avatar for the player. Riloh portrays goodness and harmony amongst the creatures of Arthland; the land where the player spends his game time in and which is initially governed by King Aeron. At the beginning of the game, the player is soon introduced to his permanent companion called Hugo within the area of Deathvale; a struggling milieu torn apart by a fragment of the meteor which struck Earth. Hugo is a young dinosaur with a gentle yet voiced personality whom looks for love and care and someone to return it too. Riloh and Hugo will teach each other new things and aid each other in battle. In this area, the united two come to terms with the Antagonist, nicknamed the ‘Dark Mist’. This figure is unknown in appearance, with a silent name no one yet knows and a motive not one can guess at apart from the extermination of all living things. The Dark Mist creeps through the lands of Arthland turning them into haunted areas, full of evil and hatred. The player soon learns after, the Dark Mist’s real motive... It brings creatures and humans from other dominions within the Galaxy to Earth to die and suffer along with the Dinosaurs. It’s real name is Drebin and it uses its tail called the ‘Sleeping Wing’ to corrupt the lands and turn all the unborn spirits within each area into living dead who’s souls are black and dire. Riloh and Hugo move on into other areas, Mountain Pass, Blightland and Sourvale. These are lands that have been corrupted by the touch of Drebin. Full of dinosaurs and twisted mountain men, the sad tale of a beautiful mountain and countryside turned to evil fills the air. Scouting through these areas, a man called Huntin makes himself known to Riloh, explaining the dangers of the Haunted lands and how Riloh has been called upon in Arth City by King Aeron. The man beholds a young wolf named Volve who he bought up since he came across him abandoned in the mountains. Volve is not yet capable of fighting due to his inexperience and age. Huntin makes way with Riloh and Hugo to Arth City... In Arth City, King Aeron explains Drebin’s motives (as described earlier). He explains how he envisioned a knight to save the world whom moved across the lands like silk over marble, elegantly and with haste. The King explains to Riloh how word spread of him and that the description matched the envision he once had and that was why he sent word to Huntin to meet him. The King sends Riloh and his companions to take out Drebin and his followers, but before disembarking Riloh is presented with some choices about his companions. The king informs him he can keep his companion, Huntin, if he wishes so and to accept another companion named Celia; a fine young woman; Sheppard of Rithwin Forest which is east off the border of the Arthlands. At this point Riloh chooses to either keep Huntin and Celia, or just one or the other. King Aeron explains how the lands are far too dangerous to venture alone with Hugo and not accept at least one companion.

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After choosing his companions, Riloh sets off east into the dreaded Violet Marsh; a once peaceful meadow, now turned into a filthy and dire black marsh. Riloh needs to be careful not to become allured by the artificial houses and bright, sparkling pools which mean to gobble up anyone who may enter. Further east of the Violet Marsh beholds Rithwin Forest. /With Celia as a companion Celia comes face to face with the village she had left on the border of Rithwin forest. But now, peering onto a dusty field of burning wood and charcoaled bodies, she runs forth to see if her family are still alive. She finds her house half standing and runs inside. Her pet dinosaur, Willow is hanging by its neck while her Mother and Father lay across the floor, blood streaming from their temples. Her Mother manages to say her last words, “Celia... I’m sorry you had to see it this way... What he did here cannot be told in words. I...I... can’t hold on much longer... but please, make sure... you do our village justice and kill he who destroyed us all... D-D-Dre...” ____________________________________________________________________ After fighting through the bogs and taking out the creepy marsh men and wolves, Riloh finds himself face to face with a possible new companion. Her name is Laquita and she says how her family were stolen from her by Drebin’s henchmen and taken to his meteor, in the depths of his lair. /With Huntin as a companion As Riloh makes haste into the Fathoms, Huntin’s pet Volve is suddenly able to fight and defend himself. At his moment of glory comes a giant wolf by the name of Todas. He says how he has been spying on them since they entered the Violet Marsh and is in fact Volve’s father. “As strangers you show yourselves to be of value to my son. Yet oblivious do you seem to the dangers of this milieu, taking my son towards the lair that sits in dread and dismay.” Todas beckons to have his son back, and says how he will travel south to Rithwin forest out of harm’s way while they carry on in their quest to stop Drebin. Huntin asks Volve what he wants and Volve replies that he would wish to do so, so long as they could first travel North to the border of the Rift with Riloh and his companions, and that Huntin would come back to him when Drebin has been killed. At the border of the Rift Drebin makes an appearance, and Todas being the giant wolf he is, fights him head on. After a hefty and bewildering battle, Todas is stabbed in the chest by Drebin’s tail and chucked mercilessly onto the cliff face. Drebin disappears into the night sky. After a sad and emotional scene, Riloh is told how he can enter Drebin’s lair and make way to the Meteor to kill Drebin and take his blood. Only then will the blood of Drebin be able to cure the wound Todas has. Riloh and Hugo continue their journey over the Rift and into Drebin’s Lair. After fighting through hordes of henchmen, twisted dinosaurs including Spinosaurus and Tyrannosaurus Rex and haunted ghouls, Riloh and his companions come face to face with the treacherous Drebin deep within his lair in the Meteor. 11 | P a g e

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Drebin himself can’t talk there language, so enlists one of his twisted sidekicks to translate for him, “Well, well, well, as if the holy and magnificent group of willing companions has made itself deep into the quarters of my lair. I will commiserate at least for your lost ones. Here, have this...” Drebin casts a buff onto the group giving increased stats and power, “Now if you will, have a battle with my protectors here and make your way to my actual lair if you survive. There I will show you the real reason I use this petty world to dump my victims on.” Riloh and his companions fight the onslaught of enemy and after finally defeating them, wave after wave, make their way to Drebin’s lair. Drebin explains how he was cast away from his world for defending his people from their corrupted and evil so called protectors. As he was cast away, he fell into the hands of a ‘lonely walker’; a shadow in the blackness of space which empathised with him and took him back to his world. The lonely walker cared for him for weeks and told him how he could make up for his failure of defending his world from the ‘protectors’ by going to their home planets and tricking them into going to earth, but then trapping them their while the extinction took place. Riloh explains how he was fooled and that the lonely walker was in fact a demon that twisted his mind and turned him evil. Drebin goes mad and a long and gruesome fight between Drebin and Riloh and his companions takes place. Just before Drebin falls to his death a major plot twist entails... /With Laquita as a companion “Hey Riloh! What are you doing?! You can’t hurt Drebin! I told you we needed to look after my family! He’s my father.” Laquita turns to Drebin’s aid and heals his health. The battle continues but this time Laquita needs to be killed as well. After Drebin has finally been downed and Laquita dies, the player can choose to finish off Drebin or bring him back to King Aeron for questioning. Either way, Drebin’s blood is used to cure Todas and Riloh becomes king of Arthland as the King bows down and grants him his service. The lonely walker makes an appearance and says all is not over.

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User Interface
Main Display
1. Quick Select consisting of 4 quick select magic/weapons. Black outline is the current weapon. Smaller icon next door shows next weapon to swap with. Red outline means the magic is a ‘power’ which is a harmful magic. Green outline means the magic is a ‘buff’ which can be cast on the player and/or surrounding team mates for a helpful bonus. 2. Stars and human icons along the level bar represent points in the player’s level they finished a quest, did something heroic or hired or lost a companion. 3. The level bar where blue experience is obtained. The more the blue increases the nearer to levelling up the player is. 4. The map where the player can see where they are at any given moment. A clock also appears here.

1. Enemy Health (red), mana supply (green) and possible sidekick which has health (red). These deplete as they lose their HP or mana. Appears when player starts combat. These stack up as more enemies come into conflict. 2. Player’s mana bar 3. The player and their sidekick’s health represented as red in the icon’s outline. This decreases as health is lost. 4. Fellow companions and their mana / sidekicks. 5. A yellow highlight on the map hints at the area of a quest objective and a red arrow points in the direction of the quest objective which disappears when the destination is reached.

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Feedback
 Numbers will appear above the enemy only when a spell or a strike has critically hit the enemy. The numbers will vary from red, orange to green depending on how high the critical hit was. The font will also get larger with higher hits. Font size 18 26 48 Colour Red Yellow Green

Critical hit Percent Critical hit (normal damage +10%) Critical hit (normal damage +20%) Critical hit (normal damage +30%)

33

50

65

Critical hit

Enemy



When the character has levelled up, the surrounding landscape in the camera view will become more vibrant, the avatar will jump in the air in excitement and gold veins will appear all over the avatar. As well as this surrounding companions will cheer in excitement.

Surrounding characters cheer, “Wahoo!” “Hooray!”

+30% Saturation to colours in player’s view. Vibrant, gold veins appear on avatar



Changing between weapons will cause visual and sound feedback. The icon in the bottom left hand corner will swap between weapons, and the avatar will put away his weapon and swap it for another one on screen. A sound representing the swapping of weapons such as a metallic clunk will also be apparent, depending on the material of the weapon. This also ensures the player can quickly glance at their next weapon.

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Whatever magic has been selected will appear more clear and opaque. For example, if a power on the right has been selected, the other powers and buffs will appear more transparent. This is to make it clear which magic has been selected.  When an enemy has died, it will either drop or not drop loot for the player to pick up. The bodies that don’t have loot will shrivel up and appear as skeletons. The remaining bodies with loot will appear untouched. Once loot has been taken off the body, it will shrivel up just like the rest. When an enemy is about to swing for the player using a melee strike or spell, they will commit an animation before hitting the player, which takes just as long as the weapon takes to strike. This ensures the player will be prepared for a blow, to counter, block or move out the way etc. The same goes for casting magic.



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Controls
Basic Outlook Key Pause game and enter Home menu. (RB) Use weapon Interact

(LT) Manual aim (LB) Shortcut to Quest Menu

(RT) Use Magic

Avatar movement

Enter/exit ingame Menus Crouch

Jump Quick Select Camera movement

____________________________________________________________________________________

Navigate menu Return to previous menu

Move items in customization

Enter in-game sub menus / select

Crosshair movement

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In-depth Look Important note: In-Game Menus do not freeze the gameplay whilst active. (See Time & Space) B – Brings up the combat menu (refer to Menus) for the player to navigate around and also allows the player to abort/exit the menu. Y – Allows the player to interact with fellow companions, triggering switches, moving objects and climbing obstacles. A – Used to make the player jump (See Space). X – Used to make the player crouch (See Space). LT – Must be held down by player to enable manual aiming using a crosshair. Once released manual aiming is aborted. RT – Uses magic. Can be used in conjunction with LT for manual aiming and can be used without manual aim for a ‘shot in the dark’ manoeuvre where the magic fires directly in front of the Character. See below:

RB – Uses selected weapon. Can be repeatedly tapped or held down to counterattack (see Combat). Can be used in conjunction with LT for manual aiming and can be used without manual aim for a ‘shot in the dark’ manoeuvre where the weapon attacks directly in front of the Character. See above. LB – Shortcut to quest menu. This quest menu is linked with the other menus. Directional Pad – Up can be used to switch between the current and previous weapon. According to which direction pressed (left, right, down) the magic will be activated and made ready for use. Left Stick – Used to move the player around. According to which direction the stick is pointed in (e.g. Top-left) and the orientation of the camera, the player on screen will move accordingly (See Camera): Left Stick (3) When pushing the stick in the direction for travel, walking or running is available. The first 0 -35% of the movement will ensure the player walks. The following 36 -100% will ensure the player runs: 0 - 35% of total 100% = walking avatar 36 - 100% of total 100% = running avatar

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Left Stick (2) – Can also be used to navigate through the menus and customise the interface within the menus by moving items around after they’ve been selected (refer to Menus). X (2) – Used to return to previous menu after player has entered or selected a sub menu. Right Stick – Used to rotate the camera around the player according to the direction the stick is being pointed in (left, right, up, down). (Refer to Camera for more detail) Right Stick (2) – Manually moves the crosshair on screen

Camera
The goal of the camera in Riloh is to provide a sense of action or harmony etc depending on the player’s state and surroundings. For example in haunted landscapes, the camera may decide to zoom in to magnify the intensity of the experience or focus on areas where the player is injured, or change perspective onto teammates when they are in dire need of help. Moving the Right Analog stick to the right or left will cause a rotation around the player with a possible 360degree turn. During this time, the camera will keep the same distance away from the player (12ft). Top view

Avatar

Moving the camera up or down from the default position will enable a maximum 70degree turn up or down. Side view 30° default camera position 0° -50° indicates camera limit limit/block -50° 30° Avatar 90° indicates camera limit

90°

By default, the camera will be positioned behind the player to give a comfortable view that ensures the surrounding environment is also very noticeable. The player will approximately take up 2-3% of the screen.

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The camera in Riloh is interactive so will track the player to automatically position itself in order to give a comfortable view. However, the camera can be rotated for ultimate flexibility. According to which direction the Left Analog stick is pointed in to move the avatar (e.g. Top-left) and the orientation of the camera, the player on screen will move accordingly: The player character will move relevant to the camera position:

Player

Camera

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Home Menu
Important note: This menu will appear on game load up and through the use of the ‘Start’ button. Refer to In-game Menus for specific game menus. Colour scheme and art is a prototype and may be subject to changes for aesthetic reasons only. Highlight shows selected option

Menu chart

New Game

Start game from beginning

Load

Choose saved character

Start game from automatic save

Game Audio Options Controls

Make adjustments

Extras

Making of videos Concept Art

Commentary extras

Quit

Quit Riloh

Shutdown Game

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Owen Evans In-depth Look   

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  

New Game – Allows the player to player a brief introduction to the game without the hindrance of a specific class. After this level they can pick their class and enter the real world of Riloh. Load – Lets the player choose one of their saved characters. Once chosen, they can enter the world where they left off. Options - Game allows the player to change parameters that affect gameplay such as crosshairs on/off for manual aiming and blood on/off. - Audio provides music and sound options for the player to alter including music, sound and dialogue volume. Controls - Allows the player to change or invert controls. For example invert up and down on the analog sticks Extras - Allows the player to view videos, images and commentary of the making of the game. Quit will abort the entire game and place the player in the Xbox main menu.

In-game Menus
Important note: Colour scheme and art is a prototype and will be subject to changes for aesthetic reasons only. Customizable options would be accessible in every main menu but are not shown here for focus on menu categories. Main A blue highlight to indicate which tab menu has been selected. Sub Menus

Portrait image Trophies appear here as player earns them. Sub menu highlight to indicate which sub menu the player has selected

Physical attributes

Mental attributes. Loyalty shows different groups. Main controls for combat menu to avoid any confusion, especially for amateurs.

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Owen Evans Electricity is fired at the corresponding power orb to indicate which orb the player has selected. Once an orb has been selected by pressing A, another set of orbs belonging to the category selected appear replacing the previous ones. E.g. When Fire is selected five fire orbs with fire spells are shown on screen.

08005449 Name of orb selected appears when player has it selected. Colours of orbs will stay consistent for player to grasp which colour represents which category.

Controls ensure player doesn’t get confused over what to press to select, exit or go back through the menu.

Inventory

Portrait view is available to preview items on the avatar such as weapons and armour before using them. Also enables the player to view items currently in use by the avatar.

A glow surrounding the inventory box appears to indicate which one the player has selected. The player selects an inventory box by pressing A. Different inventory boxes are - Quest items - Craft items - Weapons - Armour - Miscellaneous - Miscellaneous (2) Items within the selected Inventory box. Items which have a drop rate of above 60% will stack up.

Name of corresponding box which the player has selected is shown here.

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Owen Evans Quests

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Highlighted quests indicate which quest the player has currently selected. Green quests are ‘Dominant’ Orange quests are ‘primary’ Red quests are ‘secondary’ (See Questing)

The Rewards sub menu showcases the rewards available for completing highlighted quests.

Gives more background to quests such as goals, motivation and reasons for completing them, possibly accompanied by images and maps.

Group The player can highlight which companion they want. Shows the current selected companion’s portrait Player can choose which tab they want which will open information about the companion: - Log showcases the last 300-500 lines of dialogue between avatar and companion. - Background supplies information regarding their past. - Goals informs player of their goals, objectives and motivation. - Banter allows player to pick humorous questions or actions to interact with the companion. Questions /actions already asked appear greyed out. - Inspect allows player to inspect the companions armour and weapons, only at the companions discretion.

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Owen Evans Crafts

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A list of methods intended to create a variety of items. When highlighted, a list of materials/ingredients required to make the item is shown to the right. After the materials/ingredients have been collected the player can ‘Craft-it-up’ which moves the menu to the far left of the screen and shows the avatar conjuring the method.

Maps

Map appears alongside menu regardless of what menu has been opened e.g. If the quests or crafts menu is open the map will still appear on the side. Controls for map to avoid confusion. Key would incorporate a list of symbols and meanings that the map will behold. Map will appear centred between the bottom of the controls and above the key. 24 | P a g e

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Classes
Voodoo
Specialty magic: Charm and Dark. Armour type: Rags, Cloth Weapon type: Short sword, dagger, Staff. The Voodoo class is a cultural fanatic that has influences all the way back to their ancient ancestors of the North in the Ugolands. They tend to use Altars and play ancient songs to summon spirits to attack their enemy. The Voodoo even finds Plants and herbs to be an advantage, often using them to cure curses. As well as this they use candles, incense sticks and talismans to gain all kinds of bonuses.

Pincer
Specialty magic: Dark and Torment. Armour type: Leather, Plate. Weapon type: Chain, mace, shield, axe, Long sword. The Pincer plays the role of pinning down their enemy and using devastating blows from heavy handed weapons to attract their attention and blow them to bits. Pincers are tactical fighters, often using a combination of attacks to finish off their opponents.

Crypto
Specialty magic: Torment. Armour type: Cloth, Leather. Weapon type: Crossbow, Bow. The Crypto derives from their homeland in the heart of Arthland, where the bushes are thick and the trees are tall. They love to call upon the beasts and creatures of Arthland to aid them in battle, often calling in birds of prey and creatures of the underground to eat away at their enemy. The Crypto uses Bows and Crossbows to fire away at their opponents while their creatures pile in on the enemy keeping them at distance.

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Sharpie
Specialty magic: Dark. Armour type: Cloth, Leather Weapon type: Dagger, Knife, Shiv, Showl. The Sharpie class is a quick damage dealing insomniac who uses knowledge of martial arts to suffer their enemy with blows from kicks, punches, elbows and headbutts. The Sharpie also uses small, light weapons such as Knifes and Daggers to slice and dice away at their target.

Void
Specialty magic: Light and Torment. Armour type: Leather, Plate. Weapon type: Chain, Mace, Long sword. The Void uses Light magic explosives to damage mobs and uses chains and maces to thwart groups of enemy. They particularly take pleasure in mass destruction, with a passion for bombs and anything that goes Bang! However, they can always do with a melee weapon to defend themselves in close combat, seeing as they like to venture in close and dangerous to their prey.

Invigorator
Specialty magic: Harmony and Light. Armour type: Rags, Cloth. Weapon type: Staff, Dagger, Knife. The Invigorator takes great pleasure in devouring the enemy using a wide range of potent magic but with their only defense being a lousy staff or Knife, they always have the backup of healing and restoration up their sleeves.

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World Systems
Combat
Important note: Only certain classes will be able to use certain abilities such as powers, weapons and buffs. (See Classes) The combat system in Riloh is Real-Time. This means the player will be able to fight mobs and enemies in real time without the need for turn based combat. Depending on the overall armour of the character and the damage of the oncoming strike or spell, as well as buffs, damage will be absorbed by the avatar or committed on an enemy. The following calculation will determine the damage caused: ((Damage blow) - (Armour/10)) – Health Points = Resulting Health Points ((D) - (A/10)) – HP = Resulting HP For example: ((40) - (100/10)) – 300 = 270 ((40) – (10)) – 300 = 270 Critical damage On committing critical damage to enemies, feedback represented in numbers and symbols on screen will ensure the player knows when a critical hit has occurred. The probability factor of a critical hit depends on the Agility and Sorcery level of the player as well as the class. Here is a basic table of the chance of a critical hit based on probability: Agility Table
Sharpie 5/100 6.5/100 8/100 9.5/100 11/100 12/100 13/100 14/100 15/100 15.4/100 Void 5/100 6/100 7/100 8/100 9/100 10/100 11/100 12/100 13/100 14.4/100

Classes
Crypto 5/100 6/100 7/100 8/100 9/100 9.5/100 10/100 10.5/100 11/100 11.4/100 Pincer 5/100 6/100 7/100 8/100 9/100 9.5/100 10/100 10.5/100 11/100 11.4/100 Voodoo 5/100 6/100 7/100 8/100 9/100 9.5/100 10/100 10.5/100 11/100 11.4/100 Invigorator 5/100 6/100 7/100 8/100 9/100 9.5/100 10/100 10.5/100 11/100 11.4/100

Agility level

1 2 3 4 5 6 7 8 9 10+(0.3 increments here after)

Chance to critical hit

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Sharpie 5/100 6/100 7/100 8/100 9/100 9.5/100 10/100 10.5/100 11/100 11.4/100 Void 5/100 6/100 7/100 8/100 9/100 9.5/100 10/100 10.5/100 11/100 11.4/100

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Classes
Crypto 5/100 6/100 7/100 8/100 9/100 10/100 11/100 12/100 13/100 14.4/100 Pincer 5/100 6/100 7/100 8/100 9/100 9.5/100 10/100 10.5/100 11/100 11.4/100 Voodoo 5/100 6/100 7/100 8/100 9/100 10/100 11/100 12/100 13/100 14.4/100 Invigorator 5/100 6.5/100 8/100 9.5/100 11/100 12/100 13/100 14/100 15/100 15.4/100

Sorcery level

1 2 3 4 5 6 7 8 9 10+(0.3 increments here after)

Chance to critical hit

Combat in Riloh is accessible and incorporates a quick learning curve. However, as the game progresses combat essentially opens up to provide an underlying level of richness such as more combos, combinations, control and skill. Forms of combat With the use of magic and weapons two forms of combat are present; melee and long ranged combat. The player can execute damage on their enemies through the use of melee which involves hand to hand combat (including strikes with the feet) and close quarter weapons (for example, swords and axes). Magic can also be committed upon enemies through the use of powers (damage or ability-reducing magic), long ranged weapons (e.g. bows and crossbows) and buffs (Friendly magic that heals, or provides bonuses to attributes or skills). The player can select powers, weapons or buffs from the quick select to decide which one to cast upon their enemy in the hope of exterminating them by taking their health down. Melee From the beginning of the game the RB button provides basic melee for classes. Without melee weapons, Riloh can commit a single strike in the form of a punch or elbow. Only the Sharpie class can perform strikes with the feet or head such as a kick or head butt. These strikes will be automatically aimed at the opponent’s chest, head, lower arms, groin or knees. With counterattacks which can be performed by melee classes (Pincer, Sharpie, Void) when activated allow the player to counter any attack by an enemy for up to 10 seconds (See Magic). To commit a counterattack the player must press the RB button within 1 second of the enemy beginning his strike. With melee weapons (See Items/Weapons), Riloh can attack his opponent (s) with close quarter weapons on the same parts of the body; chest, head, lower arms, groin or knees.

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When weapons or magic is used in conjunction with the manual aim, it will be directed at the point on screen where the player’s crosshair sits. If enemies happen to be in this line of fire, they will be hit, unless they move out of the way of a long ranged spell or weapon attack. This is determined by how long it takes for the spell or weapon to travel to the enemy. The crosshair sits directly in front of the player by default and can be moved manually (See Controls):

Camera Crosshair

Armour Different armour contributes accordingly to the overall defence of the character in order for the damage calculation to take place. Refer to Armour for the key differences in defence for each type of armour.

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Death
When the player’s HP reaches 0, the player dies. Upon death the player will spawn at a near-by resurrection point, and instantly be able to play again. However, various attributes and abilities will be affected upon spawning depending on the player’s location. Resurrection points are hellish spirits sent to stay in the same location for eternity for evil deeds they had committed. There only job is to resurrect the dead and the only fun they get is punishing the spirits for dying by cursing them. In each location, different spirits curse the player in different ways. There are four types of hellish spirits: Antans slow the player down for 5 minutes, reducing their attacking and casting speed. Probons reduce all the attributes of the player by 10% for 5 minutes. Redifiers decrease the damage done by melee and magic by 20% for 5 minutes. Hectors make it so the player has a random chance to fail a power or buff or commit a critical hit for 5 minutes.

If the player dies, the companions will continue the battle that is ongoing, or return to the player if the battle has ended. If a companion dies, they will spawn at a local resurrection point and come back to the player.

Crafts
The Crafts system in Riloh is accessible from the Crafts menu. The system revolves around finding ‘methods’ which are items or magic that need certain materials or ingredients to conjure. Methods can be found scattered within regions, given by characters or dropped from enemies. Materials and ingredients needed to create the item can be found scattered within regions and looted from enemies. Creatures and people around the player, as well as books and images can give hints as to the where-a-bouts of the material or specify the method of obtaining the required materials/ingredients.

There are three types of crafts available for the player to pick from. The player can pick one of the categories available and delve into the sub sections as new methods are unlocked: Weapon Smith Long ranged Short ranged Armour Smith Cloth Leather Plate Sharding Powers Buffs

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Long ranged - throwing weapons, crossbows and bows Short ranged - melee weapons such as swords and axes Cloth, Leather and Plate covers the creation of these types of armour Powers - Damage inflicting magic Buffs – Defensive/bonus magic

Once the materials have been collected the player is able to create the item through the crafts menu using the ‘Craft-it-up’ button. A set of button combinations is then necessary in order to create the item. To do this the player must tap, repeatedly tap, hold or move an analogue stick in a variety of combinations. Once this has been completed the method is greyed out and the item is generated.

Questing
Questing should be an enjoyable experience which doesn’t involve a lot of grinding or repetitive tasks. Quests can be picked up from items, objects or NPCs including companions, creatures and even villains! They can give various rewards: Reward types Skills Weapons Items XP Story & Character details Types of Quests Dominant quests are long term goals for the player relevant to the main story which should be highly motivational for the player. Avg. Quest length 30 minutes Amount of Quests 36 Total playtime 18 hours Attributes Armour Psychological (Satisfaction, surprise, thrill) Trophies

Primary quests are current goals relevant to the surrounding area or population and should also prove motivational for the character. Avg. Quest length 15 minutes Amount of Quests 100 Total playtime 25 hours

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Secondary quests are for players willing to carry out extra time to help an area or character and can be completed as the player is doing other quests. Avg. Quest length Done alongside Dominant and Primary Completing quests Once quests are handed out they can be viewed in the Menu (See menu Quests). When the objective has been completed the player must do one of the following in order to gain the reward, depending on the circumstances of receiving the quest: Hand back to quest giver Hand in to objective such as another NPC Perform/destroy/activate objective Enter new area Amount of Quests 36 Total playtime Done alongside Dominant and Primary

Interestingly the player can decide to ask their companion (s) to help them complete Secondary quests so they can gain help when finding plants and materials throughout the land.

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Economy & Resources
In Riloh, the economy is fixed, so prices do not fluctuate or change during the course of the game. Monetary system The monetary system in Riloh consists of Shinnies and Shints. These are different to many mineral stones because of their unique appearance and weight. 10 Shints are equivalent to 1 Shinnie: 10 Shints 1 Shinnie

=
Shinnies and Shints can be obtained from: Dead enemies/characters Persuaded by characters Can be spent through: Shops Bribing characters Can buy: Items Transportation Resources Magic Weapons Armour Offered to characters Dropped Given to characters Persuade characters Quest rewards Dinosaur Dung Characters Selling items Exchanged for with items

Trading Riloh can trade with other characters to exchange items or Shinnies for other items etc. When the player interacts with another character who may offer an item or shinnies for a possession they can choose to accept or refuse the trade. The player cannot trade with every character.

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Resource types Important note: This is a list that will be added to during game development. There are five main types of resources in Riloh besides the monetary system of Shints and Shinnies and these can be used in Crafts, Quests and interactions. Here is a list of the resources for the player to come across on their journey through the game: Plants Herbs Shrubs Grasses Metals Copper Iron Steel Silver Gold Food Meat Fish Vegetables Fruit Drink Water Juices Manmade Minerals Gem Ruby Diamond

All of these resources may be used in trading and can be sold and bought, as well as have exceptions to their common uses in game which are listed below: Plants used in Crafts to make items and magic. Food and Drink used to increase characters Health and Mana and give temporary bonuses to attributes and skills. Minerals used in Crafts to conjure up items and magic.

Group
The group ensures the player can choose companions they like, respect or can have a laugh with. The companions will present a variety of choices and depth to the gameplay. The group system allows up to two other companions to be present in Riloh’s group not including their sidekicks. They can be interacted with by using the Y button or by accessing the group menu (See Group menu). Companions will:     Be introduced along with the story and cannot be chosen randomly throughout the game. Leave the group if they decide to depending on circumstances i.e. suffer from severe injuries and can’t move on. Not take the glory from the player at any point e.g. stealing a kill or search a new/hidden area, unless for deliberate purposes. Should not get in the way of the player. If so, will swiftly move out the way.

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Time
24 hour cycle Time in Riloh is represented as a 24 hour cycle. Each hour in-game is equivalent to 5 minutes of real time. Therefore, a 24 hour cycle in-game will be equivalent to 2 hours of real time. There are no seasons or years in Riloh.

Cooldowns Cooldowns for magic and skills etc will be calculated and represented in real time seconds. E.g. A cooldown for a magic power called Zapp takes 20 seconds of real time and not 20 seconds of in-game time. This is to make it easier for players to understand when their magic or weapon cooldowns are finished and not have to try and convert virtual time to real time to see when their cooldowns will actually finish. This also makes cooldowns appear more frequent as opposed to cooldowns which may take 1 hour of in-game (5 minutes).

Pausing When the player presses ‘Start’ on the controller and activates the Home menu, the actual gameplay and in-game events will freeze. This is so the player can go and commit to a real life event such as answering the phone or decide to quit the game without being jumped by a Tyrannosaurus Rex! When accessing the in-game menus the gameplay will not freeze.

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Rates of time Calculations for magic and weapon attacks and other combat manoeuvres will be in real time. Of course, this will be hidden and completely oblivious to the player.

Saving Everything the player does, equips and obtains will be automatically saved. This makes for a seamless, immersive experience where all the player’s decisions and actions are to be taken seriously. With the death system this also means that saving after a death will not upset the flow of the game. There should not be any moment in-game where the player feels upset because of the save system. Due to the nature of the save system, more care and attention should be made to choices where the player has to make a big decision because there is no going back!

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Space
Important note: Territories, names and places are subject to change with the development of Riloh. Territories Riloh is divided into areas throughout the game which the player will traverse through. The territories ensure the player and NPC’s can move about in free form, in any direction, using real game space. There are no limits on the movement of the player over the environment with the exception of a few parameters which are discussed below: Jumping and crouching If the player is blocked by the environment or an object they can attempt to jump over or onto it, or crouch beneath using this simple guideline: The player can jump onto something which is half the height of the player (3ft).

It is important for the player to distinguish between objects or places which they can jump onto. For a fence that can’t be jumped over, ensure it is obvious the player can’t jump over it. The player can crouch under an obstacle which is half the height of the player (3ft).

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The player should know that falling a ridiculous distance will kill or injure the player. If the drop looks as if it should injure the player then it should. Following this guideline make it clear: The player will be subject to a HP loss of -10% of overall HP on a fall which is 18ft. For every additional 6ft on a fall such as 24ft – 30ft – 36ft, the player will be subject to an extra 30% damage. See below for a clear diagram example:

-10%

-10% -30%

-10% -30% -30% -30% 1000 HP = - 70% = 300 HP

1000 HP = - 10% = 900 HP

1000 HP = - 40% = 600 HP

-10% -30% -30% -30% -30%

1000 HP = - 100% = 0 HP

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Achievements
The achievements in Riloh reward the player for triumphant deeds and actions and encourage the player to play the game in different ways as well as explore and do things they wouldn’t usually do. Achievements should motivate and give a sense of progression. Within the first 1-2 hours of gameplay lots of achievements will be present to give the player lots of reward and to entice them into the game. Below is a diagram of the amount of achievements to be completed during the progression of the game:

There are 5 categories that achievements will fall into. Below are the categories accompanied by a few examples to give a flavour of each type: Type Complete Description Spend 30 minutes without activating the spell ‘Deranged’. Complete the Puzzle of Rithwin Forest. Activate the combo ‘Deluge’ Find 3 hidden caves in Deathvale. Find and solve the 3 puzzles in Drebin’s Lair. Find the 3 secret quests within the Mountain Pass. Save two companions from dying when their health is below 10% by using the spell ‘Serve’. Kill an enemy without using melee. Kill an enemy without using magic. Make Hugo roll on the floor laughing 5 times. Tackle a companion when they are doing ‘head’ kick ups. Make all companions laugh hysterically at the same time. Defeat Drebin. Defeat Darn. Max out the Respect bar. Gamer Points earned 10 20 10 5 20 10 10 5 5 5 5 10 100 20 50

Collect/ Explore Perform

Repeat

Ultimate

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Character Progression
Levelling
There are 60 levels in Riloh. Levelling consists of completing quests, exterminating enemies and exploring new and hidden areas etc to gain experience. This experience is automatically added to the levelling bar (See below):

Progression towards level up As experience points are accumulated and added to the bar, the player will be able to tell their progression towards the next level. The bar will gradually fill with blue, increasing and getting bigger. For each level more experience points will be needed to level up. Level 1 2 3 4 5 6 7 8 9 10 11 12 XP Required 100 150 225 338 506 759 1139 1709 2563 3588 5023 7033 Level 13 14 15 16 17 18 19 20 21 22 23 24 XP Required 9846 13784 19297 27016 37823 52952 74133 96373 125284 162870 211731 275250 Level 25 26 27 28 29 30 31 32 33 34 35 36 XP Required 357825 465172 604724 786141 1021984 1226380 1471656 1765988 2119185 2543022 3051627 3661952 Level 37 38 39 40 41 42 43 44 45 46 47 48 XP Required 4394343 5273211 6327853 6960639 7656703 8422373 9264610 10191071 11210178 12331196 13564316 14920747 Level 49 50 51 52 53 54 55 56 57 58 59 60 XP Required 16412822 18054104 19859515 21845466 24030013 26433014 29076316 31983947 35182342 38700576 42570634 46827697

Golden Stars and icons As well as this, golden icons such as stars and humans will appear above the level bar highlighting points in the level major events occurred. These events are: Losing or gaining a new companion Gaining achievements Finding a hidden/new area Completing an important chain of quests Completing dominant quests Defeating important enemies

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When the player levels up they will be given 10 points to spend on increasing their physical attributes. New magic, weapons or items may also be unlocked for the player in the combat menu and in shops. On century numbers such as 10 and 20, larger and more satisfying rewards will be present such as the unlocking of interface trophies (See In game menu) and achievements. 20 points will be available to spend on century numbers.

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World
This is a map of the entire world in Riloh: Story finish

Player start and story beginning Boundaries The boundaries between areas in Riloh are seamless yet at the same time, present a diverse change in landscape and setting. Above is a map of Riloh. Notice the different areas and boundaries. Each area may take on different weather effects and land formations, characters and atmosphere. Throughout Arthland various types of transportation will ensure the player can move from place to place which may otherwise take longer than necessary by mount or foot. E.g. Flying eagle or swimming dinosaur.

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Beginning section Deathvale – A torn apart milieu created from a fragment of the meteor striking the region. With a civil war ongoing and many areas in dangerous condition it’s a nightmarish place to be. Most of the landscape is rough and dry, arid and scorching hot. Blightland – A haunted strip of land due to the nature of Drebin’s evil. Dark and cloudy, Blightland is a terrifying place, where any light magic would be welcome. Lonesome vampires stalk the area and gangs of wolves scout around looking for victims. In the north of Blightland lays a forbidden city, crawling with servants of Drebin sent forth to keep the land haunted with disease and fever. Sourvale – The tallest forest in Arthland and to the dismay of the citizens has been overtaken by goblins of the mountain pass. Humans live amongst the tall trees, fending off the onslaught which passes by every night. Dinosaurs roam the bottom living off what they can. Mountain Pass – A cursed series of tunnels and passages that belong to the goblins, Mountain Pass is no fortune cookie, but a place for murder and disgust, used for taking innocents from the surrounding lands, and torturing them and stealing their goods and enchanting their minds to do terrible deeds. Middle section Arthvale – A lush expanse of green meadows and valleys, Arthvale brings a breath of fresh air to the player. More natural predators prey on the lands, and more focus is kept on the border to Violet marsh where a defence has been set up to stop the foul creatures entering Arthvale. As it stands, Arthvale is the only surviving region left, mainly due to the high rate of troops and tamed dinosaurs of Arth City. Arth City – A surprisingly well maintained city, Arth City dwells to the North West of Arthvale, overlooking the lands. King Aeron governs Arthland and is calling upon the good people and dinosaurs of the world to rid of the evil. However, beneath the city surface lays a strange force at hand, threatening to take the seat of the King. Violet Marsh - Under a canopy of thick, dying trees lays an atmosphere of death and foreboding. Ghouls and wizards, ghosts and witches haunt the marsh and attempt to enchant passersby with their trickery. Nothing lives in the marsh, but stragglers and hamlets that never sleep. As much as the marsh retains its evil, a sense of pity and sympathy cannot be held back when passing through. The only reason one would want to pass by, would be to get to the other side. Rithwin Forest –A hilly landscape with scattered trees that have survived for thousands of years, even through the torture of Drebin’s spells and enchantments. A sense of pride and endurance surges through the land. To the east on the border which meets the sea are many villages and homes. Towards the centre foul beasts roam and to the north and south are descendants of the previous King Iydrin, who sought out to reclaim Rithwin forest, even though they had never claimed it in the first place.

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Fathom – Fathom once stood as a proud and noble region where dinosaurs roamed, humans built towns and all the evil creatures of Earth were held back at the borders. When Drebin appeared, he tore down the borders to the west and east of the Fathom, flooding the region with what was accompanied by sea dragons and dinosaurs. But now times are changing and the dinosaurs and people of the Fathom are building back the great walls for holding back the waters. The Rift – Essentially the border between evil and hope, The Rift sits comfortably but menacingly between the two. The Rift is a series of puzzles and traps that Drebin laid down and created for anyone who dare attempt to make way to his realm of evil. Fewer enemies situate in the Rift, but what ones there are, are deadly and fearful. Dumford Isle – Dumford Isle is the real lair of Drebin and where he warps creatures and humans to when he plans to battle them. The Isle smells of death, and blood soaks the rock and charcoal that runs over the Island. Drebin’s Lair – The homeland of Drebin and his main force. Here dwell the most evil dinosaurs and creatures of Arthland including Tyrannosaurus Rex, dragons and ugly mixtures of foul beasts. The land varies from mountainous ranges to underground pits and dark, twisted valleys. Meteor – Drebin has dug out a cavern within the Meteor, where lava fuels the bed of rock and monsters that live inside the Meteor come out to play... Here Drebin’s Sidekicks inhabit; lairy and frightful in their presence. The meteor consists of tight walkways and small spaces with rare expanses of open cave that are pitch black and can only be lit up with the on-look of bright, evil eyes lurking in the walls.

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Attributes
The attributes in Riloh are what partly adds depth and uniqueness to the player. They also ensure reward in plenty of areas such as feeling important and experiencing gains in virtual skills. The attribute system in Riloh presents both psychological progression and virtual progression. The attributes are split up into Physical and Mental. Physical attributes can only increase as the player levels up and adds points to increase them. Mental attributes only increase through the player’s actions done throughout their playing experience. For each attribute there are 60 levels represented as bars, and for each level there are 10 points needed to progress to the next.

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Physical “Physical attributes can only increase as the player levels up and adds points to increase them.” Strength Covers melee damage. This means damage done using hand to hand combat and melee weapons will increase with every point spent in Strength. With every point spent, the class’s melee damage will increase by 0.2%. Agility Covers attack speed and critical melee chance. With every point spent, the class’s physical attacks (melee and long ranged weapon) will speed up by 0.2% and for every level acquired Critical Chance will increase (See Combat). Sorcery Covers MP increase, critical spell chance and mana regeneration. With every point spent, the max MP of the class will increase by 10 and MP regeneration by 1% and for every level acquired Critical Chance will increase (See Combat).. Stamina Covers HP increase, weight limit (represented as slots available) and HP regeneration. With every point spent, the max HP will increase by 10, HP regeneration by 2% and with every 10 points spent an extra inventory slot will become available.

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Mental “Mental attributes only increase through the player’s actions done throughout their playing experience.” Respect This is how much characters respect and admire the player. With the increase of respect comes fans and fan-mail, goodies from characters, sacrifices made for you and being looked upon as a god. This can be used to influence characters and contribute to making powerful decisions. Respect can be earned through completing honourable quests, dealing with villainous creatures and making wise decisions. Zeal Covers the amount of devotion and enthusiasm for completing quests and helping the poor etc. With increase of Zeal comes an extra bonus from quests and double rate accumulation of XP for a certain amount of time. Can be earned through completing over 85% of the quests in an area; dominant, primary and secondary. Loyalty Under loyalty in the menu is a list of groups that the player has come into contact with. For completing quests and killing opponents or satisfying friends for each group only will the loyalty bar increase with them. Rewards include items and weapons unique to the group and hints and tips of the area that will unlock new places and rewards.

Magic
Important note: For each power or buff there may be multiple levels which are unlocked as the player progresses. Statistics for each magic are determined by what level the power or buff is unlocked at. There are 5 types of magic:      Light Dark Charm Torment Harmony

With each type of magic emerge two categories; Powers and Buffs. Powers are damage or ability reducing magic which has the intent of causing harm. Buffs are friendly types of magic which can heal or provide helpful bonuses to the player or surrounding characters. The point of having powers and buffs is for players to quickly distinguish between harmful and helpful spells.

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The bearer of Light magic can consume light from certain sources such as lamps and fires to blast upon an enemy in a flash of sparks. Light can also be used to light the way in dark places, highlight hidden traps or to pass onto companions for their own advantages. In-depth Look Key: Name Description Mana requirement Level unlocked Damage range Bonus Cooldown Name Description Mana requirement Level unlocked Damage range Bonus Cooldown Name Description Mana requirement Level unlocked Damage range Bonus Cooldown Power Buff Consumption Player can consume some of the light from surrounding sources such as lamps and bonfires and blast it at the enemy in a wave of intense heat. 50 6 200 – 300 10 seconds Scare Uses light to temporarily warn off enemies which are accustomed to the dark. Only works in corrupted lands. 50 6 Scare enemy for 4 – 6 seconds 15 seconds Spread Spread the love! Dishes out light to companions giving them temporary Light damage on weapons for 5 seconds. 100 12 30 – 40 light damage per weapon per strike. 60 seconds

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Brief description Magnify light causing a quick blast of heat on the character with damage bonuses to head or groin. Explode with fire damaging enemies around the player. Sticks a bomb to the enemy blowing up causing damage and knocking out character for 3 – 5 seconds. Pass bombs to companions for them to activate and blow up surrounding enemies causing a surge of heat and debris for 3 seconds. Highlight traps using the power of light. Call upon the suns light to pierce the eyes of the enemy dazing them for 3 – 5 seconds.

Level unlocked 16 4 2

Handover

20

Highlight Bloom

10 2

Dark An all round combination of classic spells, Dark is an array of twisted magic which drives its victims crazy, often turning them against friends and companions. The bearer of Dark magic uses twisted, ancient arts and curses that thrive on capturing the soul of the enemy and eating away at their health over time. Dark magic can be a devastating burden to endure but an excellent tool to cast upon the enemy. In-depth Look Key: Name Description Mana requirement Level unlocked Damage range Bonus Cooldown Name Description Mana requirement Level unlocked Damage range Bonus Cooldown Power Buff Deranged Sends its victim crazy, turning them against their own companions for 6 seconds. 100 10 See description 5 minutes Load A tentacle wraps around the target eating away at their health over 10 seconds throwing their aim completely off target. 20 4 20 – 30 every 2 seconds and throws their aiming off target 5 seconds 47 | P a g e

Owen Evans Name Description Mana requirement Level unlocked Damage range Bonus Cooldown Overviews Name Glue

08005449 Curse of Solace Dehydrates the victim, sending them into an outbreak of panic, going crazy for 5 seconds. In this time they can’t fight but can take damage. 40 20 See description 30 seconds

Trap Shroud

Tap

Brief description Glues a dark magic zest to the player’s melee weapon which increases critical chance and reduces the chance of getting a critical hit done to self. Brings up spirits from underground to trap the enemy in place for 4 – 6 seconds An evil cloud of darkness shrouds the enemy and curses them, ridding them of magic and weapons for 4 seconds. Taps into the heart of an enemy slowing down their attack and strength for 8 seconds.

Level unlocked 12

4 15

2

Charm A particular favourite of the Voodoo class, Charm uses more traditional Altars, songs and dolls to strike fear and disgust into the enemy. In-depth Look Key: Power Buff

Name Description

Mana requirement Level unlocked Damage range Bonus Cooldown

Song of Enchantment Enchants the enemies with peace and harmony, sending them into a state of semi consciousness for 5 – 6 seconds. In this time they cannot fight, but if hit will come out of the enchantment. 100 4 See description 2 minutes

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Owen Evans Name Description Mana requirement Level unlocked Damage range Bonus Cooldown

08005449 Song of Splice Calls upon the spirits of the Voodoo, sending fourth foul spirits which spit and slash the opponent. 40 2 100 - 120 60 seconds

Name Description Mana requirement Level unlocked Damage range Bonus Cooldown Overviews Name Altar of breath Alter of Splender Dolly

Salt Throw charmed salt onto the opponent, which will absorb into their blood and deal them a quick burst of damage. 10 2 30 5 seconds

Scented bile Bring forth

Brief description Places an altar onto the ground, calling forth a spirit to breath over the player giving immunity to Dark and Light magic for 5 seconds. Places an altar onto the ground, calling forth a spirit to enchant the player with increased attack speed for 5 seconds. Hold out a voodoo doll in front of the opponent causing a curse to rupture the organs and cause significant damage. Calls forth a cloud of acid, spitting acid rain down onto the enemies for 10 seconds. Soaks up surrounding plants to give unique bonuses depending on the area

Level unlocked 10

16

4

20 12

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A tormented magic; split in two ever since it was created at the beginning of time. It has the power to call forth creatures and beasts of the wild, yet has the ability to power the weapons of fierce warriors on the battlefield.

In-depth Look Key: Power Buff

Name Description Mana requirement Level unlocked Damage range Bonus Cooldown Name Description Mana requirement Level unlocked Damage range Bonus Cooldown Name Description Mana requirement Level unlocked Damage range Bonus Cooldown

Crypto’s eagle A large bird of prey, with swoops down and cuts its target up committing devastating damage for 8 seconds 500 10 50 per second 5 minutes Mad skillz Grants the user’s weapons with significant increased power and speed for 5 seconds. 100 6 +20 strength, +20 agility 3 minutes Counter Provides a counter attack manoeuvre when hit, allowing the player to dodge the attack and counter it with a damaging blow. 50 2 20-80 5 seconds

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Name Brief description Toxin blast. Grants the user’s weapon with toxin which spits out at the enemy for every strike for 6 seconds. Mole of Calls a killer mole to burrow up from underground and death rip into the enemy. Bamboo Calls forth a bamboo; fiery hearted creatures with Fire burnt skin and pins for eyes. These creatures attempt to use their weight to crush their enemy.

Level unlocked 12 16 30

Harmony Harmony is a combination of restorative buffs but can branch out into deadly powers which take pride in doing the opposite of any healing process; that is to halt any healing, prevent it or eat into health. On the restoration side of things, Harmony tends to directly heal, heal over time or heal multiple characters. In-depth Look Key: Power Buff

Name Description Mana requirement Level unlocked Damage range Bonus Cooldown Name Description Mana requirement Level unlocked Damage range Bonus Cooldown

Restore Instantly restores the player’s HP to full, but decreasing their mana by 25%. 100 8 See description. 10 minutes Revigorate Heals the character for 10% of their HP every second for 5 seconds. 20 2 See description. 30 seconds

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Owen Evans Name Description Mana requirement Level unlocked Damage range Bonus Cooldown

08005449 Paralyse Damages all enemies around the player for however much the player has healed themselves in 10 seconds. 200 16 See description. 1 minute

Name Halt Serve Cast Protect

Brief description Halts any healing that can be done upon enemies surrounding the player for 10 seconds. Heals surrounding companions for 500HP Sucks all the nasty side effects of Harmony and blasts it upon an enemy, causing 400 damage. Protects avatar in healing vines, soaking up melee damage and reflecting magic damage for 6 seconds.

Level unlocked 10 16 2 20

Items
Weapons There are 13 types of weapons in Riloh. For each type there are a variety of weapons available for the player which can be dropped and looted from enemies or received for completing quests etc. Below is a list of the different types of weapon with an example. This table is to demonstrate the key differences between types of weapons: Type Staff Short Sword Long Sword Dagger Knife Shiv Showl Chain Mace Shield Axe Crossbow Bow Name Staff of Gondor Rutt Reesh Stuab Kitt Shriv Oglos Rarthwood Identifier Uglo Stin Packit Gutter Speed in seconds between strikes 4 2 2.5 1 2 1 0.9 3 2.8 4 2 2 2.5 Damage per hit 10 18 25 12 10 15 12 28 23 15 20 18 18 Average Drop rate 5% 8% 4% 6% 9% 9% 8% 5% 4% 3% 5% 5% 5%

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Owen Evans Armour

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There are 4 types of armour in Riloh. For each type of armour there is a variety of them available for the player which can be dropped and looted from enemies or received for completing quests etc. Defence on each type of armour adds up to an overall figure. For each type of armour there are five different kinds of armour to wear; Shoes, trousers, helmet, gloves and torso as well as a variety of jewellery slots which will be covered in the Miscellaneous section. Below is a list of the different types of armour with an example: This table is to demonstrate the key differences between types of weapons: Type Kind Defence Average Drop rate 5% 4% 5% 4% 5% 4% 3% 4% 3% 4% 4% 3% 4% 3% 4% 4% 3% 4% 3% 4%

Rags Rags Rags Rags Rags Cloth Cloth Cloth Cloth Cloth Leather Leather Leather Leather Leather Plate Plate Plate Plate Plate

Helmet Torso Shoes Trousers Gloves Total Helmet Torso Shoes Trousers Gloves Total Helmet Torso Shoes Trousers Gloves Total Helmet Torso Shoes Trousers Gloves Total

10 30 5 15 5 65 30 90 15 60 15 210 50 150 25 100 25 350 70 210 35 130 35 480

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Consumables (May restore health/mana or provide magic/attribute bonuses) These items range from herbs to grasses, potions to meat etc. They give the consumer an added bonus which may last for an X amount of time or simply replenish mana or health instantly. Below are examples of different types of consumables and their bonuses:

Type Food (Meat)

Name Rithwin Turkey breast

Use [Out of combat] Eat a piece of turkey replenishing 20 HP every second for 10 seconds. Munch on some pride grass instantly replenishing 50 HP and 50 Mana Gives a 10 minute boost to Strength adding an extra 10 points. [Out of combat] Eat a carrot replenishing 15 HP every second for 10 seconds. Drink the Vial of Filth replenishing 25 MP every second for 20 seconds. Gives a +20 bonus to all attributes for 5 minutes.

Drop rate/location 5-10%

Plant (Grass) Drink (Water) Food (Vegetable) Drink (Manmade) Plant (Herb)

Pride grass Purified Fathom water Deathvale Carrot Vial of Filth Rettin

Arthvale Can be drunk from wells throughout Fathom. Farmlands throughout Deathvale. Sourvale, Blightland & Mountain Pass. Drebin’s Lair

Miscellaneous (Generally used to sell for money, either junk or of high value) Miscellaneous refers to items which may be sold, traded and even worn in jewellery slots. The following are examples of these:

Type Gem (Jewellery necklace) Gem (Jewellery ring) Gem (Jewellery necklace) Plant

Name Artzen

Use Once activated, provides the wearer with invulnerability for 7 seconds. Sold for shinnies. Gives the user a permanent armour increase of 60 Sold for shinnies. Gives the user and his companions the chance to steal health off their enemy for every hit with a 30% chance rate. Sold for shinnies.

Drop rate/location 1%

Splintered hammer Pruden of Arthland Tyrannosaurus dung Drebin’s necklace of terror Fruley

40% 1%

40%

40%

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Mana and Health Points
Health     Mana    Mana Points increase with every point spent in Sorcery, adding 10 Mana Points to the Maximum Mana. Mana Points available for the player starts at 200 and can reach a maximum of 6200 excluding any buffs or bonuses from items and weapons etc. The Mana cap is 20,999. Health Points increase with each point spent in Stamina, adding 10 Health Points to the Maximum Health. Health Points available for the player starts at 100 and can reach a maximum of 6100 excluding any buffs or bonuses from items and weapons etc. Refer to Combat for the damage calculation and how this affects the player’s health. The Health cap is 15,999.

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Music and Sound
Music
The music in Riloh delivers heart pounding tracks which will enhance the player experience at every given opportunity. The style of music will vary depending on the location of the player, as well as the situation, but the overall style will be that of a powerful, orchestral and acoustic nature. Possible composers: Howard Shore, James Horner, Harry Gregson Williams, Hans Zimmer. Music should contribute to:      Pacing Atmosphere Enhancing emotional scenes Adding or building up suspense, tension, anticipation Giving places and characters distinctive and unique identity

Soundtracks The following table shows how many soundtracks would be requested for events and locations throughout the game: Events/locations Regions Overwhelmed by enemies Player Death Transportation New encounters (companions) Transitions (Cutscene to gameplay) Boss battle   Amount of soundtracks 16 6 3 4 4 10 10

Regional music will be looped but will not be played constantly throughout an area as to give the player a chance to experience the world without background music. As the music is looped it should not become monotonous or dull to the player, but more distinctive and enjoyable.

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Sounds
Sounds help create the world the player will be immersed in, to add feedback and anticipation as well as enhance the atmosphere and alert the player in different ways. Below is a table of the different sound categories and accompanying sound effects: NPCs (Non Player Characters) Angry (Shout, curse, threaten, scream) Happy (Cheer, applaud, praise, bless) Start spell Make contact with enemy/failed contact Swapping weapons Unsheathed/ sheath Screams (In anger, shock or desperation) Fallings rocks Weather Thunder Lightning (Close, distant) Birds (Tweet, sing, call, scatter) Walking (on different materials) Pushing Scared (Weep, cry, scream, beg) Unsure (Question, ponder) Fire spell Surprised (Gasp, Shout, applaud, insult) Conversation Travelling spell

Magic

Weapons

Making contact

Failed to make contact River, stream

Ambient

Explosions Plants (trees, bushes, grass) Rainfall Snowfall Animals & creatures (Roar, howl, whine) Running (on different materials) Pulling

-

Wind (Gust, breeze) Hail

Common

Creatures

Stopping from a run

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Level Specifics
Region Level range Possible new companions/sidekick Quests Main resources Description Deathvale 1 – 10 1 (Hugo) 13+ Copper, shrubs, gems Deathvale is the beginning area for the player. It will be a smaller, action packed location, introducing the player to the game’s controls, story and interface whilst maintaining exciting chain of quests which set up the main antagonist and suck the player into the world of Riloh. Deathvale will fluctuate between tighter enclosed environments, open expanses and underground passages. Deathvale, formally known as Artvale, was broken up and destroyed ever since the meteor struck the region. The ‘dark mist’; the main antagonist in Riloh, hovered over the landscape twisting the minds of innocents to pillage the remaining hamlets causing chaos and turmoil. He appointed a Sarcosuchus dinosaur named Darn to handle the operation and not let anyone get in the way. The surviving humans of Deathvale took camp in the southern most part, and built a wall across the middle of the region to bridge a line between the bad and the good people of Deathvale. Many dinosaurs were forgotten about in the tumult and lacking food and habitats to safely live and sleep, backed up into the middle of Deathvale, grouping together and forming their own alliance. However, in the midst of all this uproar criminals and predators of Deathvale stalk the land, finding victims to steal from, eat and torture. The player’s aim is to resolve the conflict in the minds of the Dark Mist’s victims and to make peace once again in the land so the barrier can be lifted for the merge of the people. Riloh needs to tackle Darn head on and exterminate him. The dinosaurs’ lack of food and safe habitats means for the player to break up conflict in their homelands, ridding the evil and opening up pockets for the dinosaurs to live in once again. Deathvale is a safer place, but not totally cured from evil. The barrier is lifted and the people and dinosaurs of the region thank Riloh and his companion for their honourable and rightful deeds. Places are restored, dinosaurs are let free, people merge together and couples and families join once again. Drebin makes an appearance and tells the player it is not over. 58 | P a g e

Background

Player’s main aim

End result

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Landscape

The beginning landscape surrounding the player at the start consists of more enclosed spaces to focus the player’s attention on given quests and to produce a more linear path to teach the player how to play the game. However, open areas are soon revealed to the player to help with variety and pacing by keeping things fresh. Landmarks will be scattered throughout Deathvale to enable to player to navigate the region more easily and understand where they are etc. Finally, underground sections add more depth to Deathvale, allowing the player to take a break from the open surface and fixate themselves in a more tight and enclosed environment.

Quests and Resurrection points
Quests are scattered throughout Deathvale to provide opportunities around every corner. However they are deliberately placed to help with the flow of the game and to keep the player’s interest maintained. Quests are available in friendly areas as well as in the open field. Resurrection points are scattered around Deathvale to ensure wherever the player can die, they will not be too far away from their point of death, to minimize frustration and to keep the player close to the activity they were doing when they died.

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Items/magic revelation

Magic and items are also available in chests, dung and hidden enclosures for the player to find through exploration or by chance. Magic is revealed to the player as they progress throughout Deathvale helping keep interest and pacing at an optimum. Items such as weapons and armour will be randomly available for the player to come across in the highlighted area to also reward the player for exploration and generally provide satisfaction throughout all of Deathvale.

Enemies and Clans
Enemies and clans in Riloh are placed with consideration to pacing and the learning curve for the player to become accustomed to the game. The first enemies represent less of a challenge to the player where as the rebels and falconers are more difficult. Enemies also require different tactics to kill. See the Difficulty table for more information. Streth village, Concur uphold and the Ongoers are friendly clans.

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Available items/resources/magic
Magic Light Consumption Scare Explode Reacto Highlight Bloom Weapons Shiv Staff Showl Mace Shield Bow Dagger Short Sword Splinter Staff of Art Spike Identifier Ugglon Reeth Stuab Rutt Cipher Staff of Darn Welder Uglow Padder Bow of Darn Hisser Darn’s sword Cutt Oakwield Kisser Basher Runold Hymer Rapp Turth Rapture Glowthorn Fyne Turmoil’s Mace Defender Bow of fortune Riddle dagger Sword of Oath Dark Deranged Load Trap Tap Charm Song of Enchantment Song of Splice Salt Altar of Breath Dolly Torment Crypto’s Eagle Mad skillz Counter Harmony Restore Revigorate Halt Cast

Armour Each type of armour below is the name of the set which would consist of a helmet, torso, gloves, trousers and shoes which would be found separately in the game: Rags Bear’s Grilles Dinosaur dung Weed Cactus Consumables Food Deathvale carrot Barchy dung Brackyosaurus feet Angel’s cake Plant Fung grass Kakuru weed Lying Tort Grass of Feed Drink Vial of filth Lake Montage water Kendril Fontage Cloth Wool Yupole Pweed Silk Leather Brackypo Velocipe Lambe Plate Stelt Grub Pleen

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Owen Evans Miscellaneous/Resources Precious stones Vinnie gem Enemy drops Enemy’s bodyparts (e.g. brachiosaurus tooth) Junk wood Foetus’s Cracked shield

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Copper Shiny copper

Precious helt Gem of Artvale Ruby cut Rubin

Bar of copper Copper cut

Expected Difficulty curve
10 9 8 7 6 5 4 3 2 1 0 0 30 Time (mins) 60 90 120 150 180

Difficulty (1-10)

Expected Interest Curve
10 9 8 7 6 5 4 3 2 1 0 0 30 Time (mins) 60 90 120 150 180 62 | P a g e

Interest (1-10)

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Difficulty tables

Key
Jump over = Player needs to jump over an object which is in the way, such as a log, or a thorny vine. Jump to = Player needs to jump to another platform Crouch = Player needs to crouch under an obstacle, which may be passive, or moving and dangerous Ability required Jump over Jump over Crouch under Crouch under Jump over, Crouch under Jump over, Crouch under Jump over, Crouch under Difficulty (1-10) 3 4 1 4 4 5 6 Iteration (How many) 1 2 3 5 6 8 10+

Enemy Deathvale raptors Surge raptor Raptor protector Leally Leally pact Falconer Struth Struth beaters Rebel fighter Rebel sorcerer Combination rebel Tsinosaurus Darn (Boss)

Difficulty (1-10) 2 2 3 4 5 5 6 6 7 7 8 7 9

Main abilities Work in groups, close range claw, jump and scratch “ “ Work solo, tail whip, bite Work in groups, tail whip, bite Work solo, Eagle attack, bow and arrow, 2 second freeze Work in groups, tail whip, spit Work in groups, tail whip, throw environmental items Work solo, stun, charge, basic attack Work solo, cast, Revigorate, staff hit Work solo, stun, charge, cast, Revigorate, basic hit Work solo, charge, swing arms, stamp Levitate, charge, bite, tail swing.

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References
Lee Sheldon (2004) Character development and storytelling Earnest Adams (2003) Breaking into the games industry Jesse Schell (2008) the art of games design: breaking the lenses http://www.walyou.com/img/xbox-360-controller-recovers-stolen-console.jpg Accessed 12th October http://en.wikipedia.org/wiki/Louisiana_Voodoo Accessed 10th November http://dinosaurs.about.com/od/typesofdinosaurs/tp/Five-Biggest-Dinosaurs.htm Accessed 04 December http://www.enchantedlearning.com/subjects/dinosaurs/allabout/Names.shtml Accessed 05 December http://www.genesispark.com/genpark/worldwid/worldwid.htm Accessed 05 December

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