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Game Design Document for:

The Irrational Tenth


Revolt in the Desert

All work Copyright ©2010 Vancouver Film School

Written by Michel McBride-Charpentier


michel.mcbride@gmail.com
Portfolio: http://www.bigapple3am.com

Version # 1.3
Copyright (C) 2010 Vancouver Film School – All rights reserved

Friday, January 28, 2011 Table of Contents


DESIGN HISTORY__________________________________________________________________4

GAME OVERVIEW__________________________________________________________________5
HIGH CONCEPT________________________________________________________________________5
PHILOSOPHY___________________________________________________________________________5
COMMON QUESTIONS____________________________________________________________________6
FEATURE SET______________________________________________________________________7
FEATURE HIGHLIGHTS____________________________________________________________________8
GAME LOOP OVERVIEW__________________________________________________________________9
MOVEMENT__________________________________________________________________________10
COMBAT SYSTEM______________________________________________________________________12
SPECIAL ABILITY MICROGAMES____________________________________________________________18
CHARACTER CLASSES AND CUSTOMIZATION___________________________________________________21
ABILITY FOCUS_______________________________________________________________________25
MAGIC SYSTEM_______________________________________________________________________28
WORLD MAP_________________________________________________________________________31
GAMEPLAY DETAILS______________________________________________________________35
USER INTERFACE - CONTROLS____________________________________________________________35
BATTLE SETUP PHASE__________________________________________________________________36
COMMAND MENU______________________________________________________________________37
VICTORY CONDITIONS___________________________________________________________________38
REWARDS___________________________________________________________________________38
GAMEPLAY WALKTHROUGH_____________________________________________________39
OVERVIEW___________________________________________________________________________39
BEAT CHART_________________________________________________________________________42
CAMERA___________________________________________________________________________43
OVERVIEW___________________________________________________________________________43
DETAILS____________________________________________________________________________44
ROTATION___________________________________________________________________________45
GAME CHARACTERS______________________________________________________________46
OVERVIEW___________________________________________________________________________46
UNIQUE CHARACTERS___________________________________________________________________46
GENERIC UNIT GENERATION______________________________________________________________46
ENEMIES__________________________________________________________________________47
ENEMY GENERATION___________________________________________________________________47
BATTLE GROUPS______________________________________________________________________47
ENEMY LIST__________________________________________________________________________48
MINIBOSSES__________________________________________________________________________50
FINAL BOSS_________________________________________________________________________50
THE GAME WORLD_______________________________________________________________51
OVERVIEW___________________________________________________________________________51
BATTLE GRID________________________________________________________________________51
MULTIPLAYER____________________________________________________________________53

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OVERVIEW___________________________________________________________________________53
GAME OPTIONS_______________________________________________________________________53
BATTLE SETUP________________________________________________________________________53
PLAY_______________________________________________________________________________54
GAME TYPES_________________________________________________________________________54
GAME HELP_______________________________________________________________________55

MUSIC AND SOUND EFFECTS____________________________________________________56


SOUND DESIGN OVERVIEW_______________________________________________________________56
SOUND EFFECTS______________________________________________________________________56
MUSIC______________________________________________________________________________56
APPENDICES______________________________________________________________________57
APPENDIX A: RESOURCES AND RESEARCH____________________________________________________57
APPENDIX B: COMPETITIVE ANALYSIS_______________________________________________________58
APPENDIX D: ITEMS____________________________________________________________________61
APPENDIX F: GAME INTERFACE – MENUS____________________________________________________63
APPENDIX G: GAME INTERFACE – WIREFRAMES _______________________________________________65
__________________________________________________________________________________70

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Design History
This is a brief explanation of the history of this document. Each version of this
document is based on when a document is released for feedback/review, or major
changes/additions have been made.

Version 1.00
August 3, 2010

• Initial pass at design.

Version 1.1
August 17, 2010

• Updated Common Questions


• Added Competitive Analysis Appendix
• Added Music and Sound Effects
• Added Victory Conditions
• Added Rewards
• Added Flow Charts Appendix
• Updated World Map details
• Added The Game World/Battle Grid
• Added Beat Chart
• Added Game Characters
• Updated Character Classes with XP and level up details
• Added Movement
• Added Combat
• Added Appendix D: Items
• Added Enemies
• Added Screen Wireframes
• Added Battle Setup Phase
• Added Command Menu
• Added Multiplayer
• Added Game Help

Version 1.2
• Added reference photos to Character Classes and Customization
• Updated Enemy List with Falcon and Sand Cobra
• Updated Combat System with Unconscious Unit details
• Added Game Loop Overview

Version 1.3
• Various minor clarifications and corrections
• Rearranged some sections

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Game Overview
High Concept
"Revolt in the Desert"

In this isometric, turn-based strategy game the Arab Revolt led by T. E.


Lawrence is re-imagined with mythological beings and powers on the side of both the
friendly Arab rebels and the enemy Ottoman Empire. Levels are laid out as a grid and
battles are fought by giving movement and attack orders to a small group of soldiers
in an attempt to satisfy one of several types of victory conditions. By winning battles
you gain experience points and powerful items for your characters that will allow you
to eventually liberate the capital city Damascus and win the war.

Philosophy
A Fantasy World Like No Other
The Irrational Tenth rejects all orcs and elves and other Tolkien-inspired
imagery in order to present a truly original and fleshed out fantasy world. One of the
most fascinating true stories of the First World War and elements of Arabian
mythology and folktale are combined to create an alternate history world that players
will want to immerse themselves in.

Easy to Pick Up, Hard to Put Down


Levels are designed to last 10-15 minutes so that a large time commitment is
not necessary to pick up the game and see some progress. However, as anyone who
has become engrossed in a turn-based game knows, the recurring thought of “one
more turn” can often add hours on to what was intended to be a short play session.
This design philosophy is not about creating an addictive game based around shallow
rewards, but one where the gameplay and unfolding narrative is so compelling that
players will always want to see what’s going to happen next.

Genre and Platform: A Perfect Match


The iPad’s portability, relatively large display area, and touch interface makes
it the ideal platform for turn-based games that revolve around selecting points and
menu items as opposed to continuous analog control. In the next few years the iPad
is going to attract an increasing number of these kinds of games (see Competitive
Analysis), as well as an increasingly large install base. Designed with the iPad in mind
from square one, this game will get in on the ground floor of this emerging market
and serve as a benchmark for how touch controls can be done properly with games
that have a bit more depth of interaction than the typical casual App Store game.

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Common Questions
What is the game?
The Irrational Tenth is an isometric, tactical RPG influenced by roguelike
games, in that each level is procedurally generated and when characters die they
stay dead. You control a group of characters that gain experience through combat
and can be equipped with armour and weapons. Combat is turn-based and on a grid,
putting the player's focus on thoughtful positioning and team management. Each
character also has a special ability that activates a WarioWare-style microgame that
tests the player's twitch skills and provides a kind of gameplay pacing that is not
found in the traditional tactics RPG.

What's a "microgame"?
A microgame is a short 3 second game with exactly one goal that tests the
player's reflexes. See the Special Ability Microgames feature section for more info.

What do I control/ Who Am I?


You control a group of soldiers based on the British/Arab army that T.E.
Lawrence is famous for leading in the First World War. The player takes on the role of
an omnipotent general personally directing each character on the battle grid, but is
personified in-game as the T.E. Lawrence-inspired leader. In the alternate history of
the Irrational Tenth Arabian folktale and myth is real, so you can recruit wizards and
mythical beasts and spirits in addition to normal Bedouin soldiers.

What is the premise/story?


The year is 1916 and the British Empire has sent one of their officers to aid
the Arabs in starting and winning their revolt against the oppressive Ottoman Empire.
The ultimate goal is to liberate the capital city of Damascus, but the Turkish army
stands in the way and a series of battles must first be fought across the desert.

How many characters do I control?


You control between [1 and 6] characters in any given level. You can have
[16] characters in your army pool from which to draw upon when setting up at the
beginning of a level. There are far more than 16 unique characters possible, however,
as they can be dismissed or killed and new ones randomly generated and recruited.

Where does the game take place?


The game is set all over the Arabian peninsula during the First World War. It is
an alternate history where magic exists and Arabian myth comes to life. Levels will
take place in a variety of environments including cities, villages, oases, rocky
canyons, sand seas/dunes, and more.

What are the Goals/Objectives of the game?

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Long Term
• Travel to and liberate the capital city of Damascus
• Defeat the city's garrison, made up of the game's toughest enemies

Mid-Term
• Recruit units to serve in your army
• Acquire experience and equipment for your units

Short Term
• Satisfy the victory condition(s) in individual battles
• Kill enemies without losing units of your own

What is the main focus?


The main focus is on achieving the victory conditions of the turn-based, self-
contained levels. Players will manipulate their chosen characters one at a time in
order to defeat the enemy army, or otherwise satisfy the victory condition. The focus
is therefore on the tactics of tactics RPG —Positioning, attacking, defending, etc.
Character customization and party management is also an important, but secondary,
focus.

What’s different?
Characters and levels are procedurally generated in a roguelike fashion,
meaning no two games are exactly alike and replaying the game over and over will
always provide something new to be learned or experienced. The battle system also
incorporates microgames which serve to break up the mental gameplay of the
tactical grid battles with brief twitch-based challenges.

What does the title mean?


It's from an essay about the Arab Revolt that T.E. Lawrence wrote in 1920:

"Nine-tenths of tactics are certain, and taught in books: but the irrational
tenth is like the kingfisher flashing across the pool, and that is the test of
generals."

It seemed appropriate because the game is based on the Arab Revolt, it is a


"tactics" game, and these tactics are "irrational" because they involve magic powers
and mythical beings from Arabian mythology.

What's a "roguelike"?
Roguelikes are a sub-genre of games based on the old dungeon crawler RPG
Rogue. It is known for being the first game to procedurally generate almost all the
game content and have permanent player character death that can't be prevented
by loading a saved game. Games such as The Irrational Tenth that are influenced by
roguelikes share these fundamental features.

Feature Set

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Feature Highlights
These are the main features that distinguish the game from others in the
same genre, listed in order of priority.

Movement and Line of Sight


Tile height and line of sight rules provide a tactical advantage in acquiring
“the high ground.” However, these also allow for certain blind spots which units on
low ground can take advantage of. Deciding how to take advantage of the terrain in
various combat situations is just as important as having favourable unit stats.
Weaker units can, in fact, win battles through better positioning.

Special Ability Microgames


Each unit has a special ability unique to each unit type that will activate a
twitch-based microgame that lasts 3 seconds. Each special ability will have several
microgame variants. If the player successfully performs the stated action within the 3
seconds then a bonus will be given to the special ability.

Character Classes and Customization


There are five classes that determine a unit's base stats and equipment
restrictions. There is variety in stats and appearance within classes, so no two units
are identical or even necessarily useful in the same way. Units in the player's army
can be customized with armour/clothing, weapons, and various other items. These
are received as rewards for winning battles and killing certain enemies. Equipping
these items will alter the unit’s appearance in the game in addition to providing
various stat bonuses.

Ability Focus
Each unit is able to focus on a specific action or ability (ie. movement, attack,
defense, range, etc) for a small additional bonus. The more units the player has
focusing on the same action within a certain range, the larger the bonus will be. It
takes a full turn to switch focus.

Magic System
Some units can use magic spells for combat or support. More powerful spells
aren't learned by gaining experience, but by having more units focus on "magic".
There are three schools of magic: Attack, Support, and Summon. Magic-using units
are limited to using just one of the schools.

World Map
Between battles the player has the freedom to move across the world map.
This serves as a "mission select" as there are optional levels that the player can
choose to play and no predetermined path that must be taken to reach Damascus.

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Game Loop Overview

World Map Phase


• Party Management
o View unit stats
o Equip items
• Mission Select/Travel
o View info on different destinations
o Travel to destination and begin battle

Battle Phase
• Battle setup
o Victory condition is revealed
o Place units in starting position
o View enemy unit types and location
• Battle
o Give orders to units (Attack, Move, cast spell, etc)
o Each unit has one turn in which they are given
orders and perform the action.
o After every unit on the battle grid has had a turn,
including enemies, the round ends
o New round starts
o Repeat until victory condition is met or failed.
o Rewards of XP and items are given, return to
World Map Phase and repeat.

See the Gameplay Walkthrough section for a more detailed


breakdown of the game flow.

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Movement
When the player selects the Move action from the Command Menu, the tiles
that are available to move to are highlighted directly on the grid. The player selects a
destination tile and the unit will move there, taking the shortest path.

A unit may move once per turn. It can only move to tiles that:
• Are not "impassable" (see Battle Grid - Tiles)
• Fall within the range of the unit's Movement Stat.
• Are not occupied by another unit or enemy.

Movement Possibility Diagram

The above diagram illustrates how a unit's "legal moves" are calculated.
• X is the unit with a Movement Stat of 4
• The black tile is impassable
• The striped tile has a Movement Value of 2
• Every other tile has a Movement Value of 1
• White = Height 0
• Light Grey = Height 1
• Dark Grey = Height 2
• Yellow Dots = Legal Moves

Movement Range
Movement range is determined by comparing the unit's movement stat with
the movement values of the tiles around it. With a Movement of 4, the unit can move
a maximum of 4 tiles with the default value of 1, or 2 tiles with a value of 2, etc.

Tile Height
If the height difference between tiles is greater than 1 the unit cannot move
there, or must take a path that goes along tiles that transition in steps of 1. In the
diagram you can see how the unit's movement "south" is limited because of the
height difference in tiles. In order to move down, the unit must first move to the light
grey intermediary step.

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Flying Units ignore all limitations but cannot "land" on impassable tiles.

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Combat System
Overview
Damage is calculated in the following way:

[Base Attack Power] + [Equipment Bonus] - [Target Defense] + [Random Range(-5,


5)]

• The result is subtracted from the target's HP.


• If HP is <= 0 on an AI unit it is killed.
• If HP is <= 0 on one of the player's units it is knocked unconscious. A
subsequent attack of any damage will permanently kill it
• Unconscious units have no turns and can perform no action. Another unit
must use an item or spell to revive them.
• If they are not revived by the end of the battle their fate is determined by the
battle result.
o If the battle ends in defeat: All unconscious units are permanently
killed and removed from the player's army.
o If the battle ends in victory: All unconscious units remain in the
player's army but must sit out the next [1] battle.

Melee
• X is a melee unit with an Attack
Range of 1.
• White Tile = Height 0
• Light Grey = Height 1
• Dark Grey = Height 2

Melee Attack Range

When the attack action is selected from the Command Menu the player is able
to choose an enemy unit on a neighbouring tile. Melee units cannot attack diagonally.

As the above diagram demonstrates, a unit cannot attack an enemy standing


on a tile with a height difference of more than 1.

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Combat System (Cont'd)

Ranged Basics
• Ranged Attacks use basic line of sight.
• Can attack diagonally
• If a unit had an Attack Range of 4, its effective range would be a box
surrounding it that is 9x9 tiles (4 tiles in each direction, plus diagonals)
Ranged Elevated Ground

Range 2 Unit on Elevated Ground

• Any unit on the lower ground 2 tiles below the attacker cannot be reached.
• This "safe" area is only for the tiles directly next to the higher ones.
• If the attacking unit's range was 3 it would be able to hit units 3 tiles to the
south.

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Range 3 Unit on Elevated Ground

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Combat System - Ranged (Cont'd)

Ranged Elevated Edge


• The safe area detailed on the previous page is not applicable if the attacking
unit is 1 tile away from the lower ground (on the edge of the elevated ground
• Standing on the edge therefore allows the unit to attack any enemy within
range without restriction

Ranged Unit on Elevated Edge

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Combat System - Ranged (Cont'd)

Ranged Lower Ground


• A ranged unit on lower ground next to a higher tile can attack targets on the
elevated edge, but nothing past that.
• In the below diagram, even if the unit's range were 5, it would not be able to
"see" beyond the elevated edge.

Range 2 Unit on Lower Ground

• The following diagram shows a unit with Range 3 on lower ground.


• Because it is not immediately next to the higher tile, it can attack enemies
beyond the edge.

Range 3 Unit on Lower Ground

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Combat System - Ranged (Cont'd)

More Line of Sight Rules

Range 4 Unit with tiles of different heights

• Y = Range 4 Unit
• White Tile = Height 0
• Light Grey = Height 1
• Med Grey = Height 2
• Dark Grey = Height 3

The diagram shows how tiles can block a unit's line of sight. Despite having a
range of 4, the unit cannot attack the tile on the far left because it is Height 0 an
there is a Height 2 tile in the way.

The right side of the diagram shows that even though the Height 2 tile
prevents the unit from attacking an enemy on Height 0, an even further Height 2 tile
can still be reached.

The top of the diagram has a Height 3 tile that blocks the unit from attacking
anything on the Height 1 tile behind it.

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Special Ability Microgames


Each class has a special ability which only succeeds if the player wins a 3
second long microgame. It takes two full turns for the special ability to recharge and
be available to use.

The Special Ability action is activated from a unit’s Command Menu.

Class Special Ability On Success On Fail


Attack misses and the
Swordsm The damage of three target enemy gets an
Flurry Attack
an normal attacks immediate free counter-
attack
Double range and Attack misses and
Rifleman Snipe damage of two normal Rifleman cannot attack
attacks next turn
Attack misses and Assassin
Damage ignores
Assassin Sneak Attack Movement stat is halved
target Defense rating
next turn
Two duplicate illusions
of the wizard are A random enemy is given
Wizard Mirage created until the two illusions that last until
casting unit's next the wizard's next turn
turn
Magic power is
Holy Man cannot use
Holy Man Meditate doubled on casting
magic next turn
unit's next turn

Using a special ability randomly selects one of three different microgames.


Each enemy unit has art to be used in the microgames where an opponent appears.
There is a 3 second timer along the bottom of the screen that counts down from 3 to
0. The only instructions given are the action required (Slice! Dodge!, etc) for 2
seconds before the timer countdown begins.

Meditate
Microgame Description Gesture
There are three points of coloured light
randomly distributed: a yellow, blue and
green. The player must pinch the yellow
Combine! Pinch
and blue points together to create a
green, then pinch the two greens
together.
8 points of coloured light move around
the screen in a random pattern. The
player must drag a white point of light
Avoid! Drag
from a crystal on the left side of the
screen to the hand on the right without
touching any of the coloured ones.
The same setup as Avoid! but the player
Wait! Do Nothing
must not touch the screen at all.

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Special Ability Microgames (Cont’d)

Flurry Attack
Microgame Description Gesture
A dotted line appears on the screen,
along which the player must swipe
their finger. A sword follows the path.
It lasts 1 second, after which another
Slice! one in a different location appears, Swipe
and then a third final one after that. If
the player fails to swipe any of the
dotted lines they fail. The dotted lines
appear in random locations.
The player must swipe up, down, left,
or right, depending on the angle of
attack coming from the opponent.
The opponent makes the attack move
Dodge! at a random time during the 3 second Swipe
length of the microgame. If the player
dodges in the wrong direction or
before the opponent makes their
attack move, they fail.
Two curved dotted lines appear,
forming opposite quarters of an
Rotate! invisible circle 400 pixels wide. They Two-Finger Rotate
must be simultaneously touched and
traced out with the player’s fingers.

Snipe
Microgame Description Gesture
A tiny silhouette appears at a random
location. The player must reverse
pinch that exact location to zoom in
Zoom! Reverse Pinch
before the 3 second timer runs out.
Zooming in at the correct location
reveals the opponent.
Targeting sights waver in random
directions around a central point and
Target! the player must drag to readjust and Drag
steady the aim. If not on target at the
end of the 3 seconds, the player fails.
The bolt on the side of a rifle is
jammed and the player must quickly Drag back and forth
Unjam!
drag back and forth on it 10 times in quickly
3 seconds.

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Special Ability Microgames (Cont’d)

Sneak Attack
Microgame Description Gesture
Sunlight is reflecting from a mirror into an
angle-appropriate direction. The player
Reflect! must drag the mirror so the reflecting Drag
beam of sunlight hits the eyes of the
opponent.
The player’s assassin unit and opponent
appear on the screen. The player must
touch and hold the assassin and release in
Hold and
the 1 second window when the opponent Touch and Hold
Release!
shifts from guarded to relaxed. This
window of opportunity occurs randomly
within the 3 seconds.
The assassin appears on the left of the
screen and the opponent on the right. The
Stab! player must tap anywhere 15 times. Each Tap Repeatedly
tap moves the assassin closer to the
opponent until reaching him.

Mirage
Microgame Description Gesture
Five points of magic light appear
randomly on the screen. The player must
Touch All! Multiple Touch
touch all of them at the same time before
the 3 second timer runs out.
Two points of magic light appear together
in a random location on the screen. One is
yellow and one is blue. Two open hands
are on the left and right sides of the
Separate! screen with a coloured ring on each hand. Two Swipes
Which ring is blue and which yellow is
random. The two points of light must be
swiped, or flicked, onto the hands before
the timer runs out.
A green point of magic light appears
randomly on the screen. The same hands
Catch! Two Swipes
as in Separate! must be brought to the
green point by swiping them there.

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Character Classes and Customization


There are five character classes that determine a unit's stats and equipment
restrictions.

Recruitable units are randomly assigned a class when generated (see Game
Characters - Generic Unit Generation).

• The Swordsman is a powerful "tank" that fights with a variety of melee


weapons up close.
• The Rifleman can only use guns and is a bit easier to kill than the
swordsman. He can hold his own in close-combat by using his rifle as a club or
with a bayonet, but is best when attacking from a distance.
• The Assassin has the strongest close-combat attacks but dies easily. He has
the highest Movement skill to make up for his low HP and Defense.
• The Wizard has a medium range for his spells, but they are extremely
powerful and can turn the tide of battle. He is extremely weak and his melee
attack should only be used as a last resort.
• The Holy Man is similar to the Wizard but can use Support Magic in place of
the Wizard's Attack Magic.

Class Armour Weapon Restrictions Magic Schools


Swordsm
Up to Heavy 1 and 2-handed melee only —
an
Rifleman Up to Medium Rifles only —

Assassin Up to Light 1-handed melee only —

Wizard Clothing Only Staves Only Attack and Summon


Summon and
Holy Man Clothing Only Staves Only
Support

The class base skill values are modified by various spells and equipped items. See
Appendix D: Items for detailed charts.

Class Base Skill Values (randomly initialized from range)


Moveme
HP Defense Attack Magic Range
nt
Swordsm 45-
3-4 10-15 5-10 — 1
an 60
30-
Rifleman 3-4 10-15 5-10 — 4-6
40
30-
Assassin 4-5 5-10 10-15 — 1
40
15-
Wizard 2-3 1-5 1-5 10-20 3-5
25
15-
Holy Man 2-3 1-5 1-5 10-20 3-5
25

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Character Classes and Customization (Cont'd)


Each unit has four equipment slots: Armour, Weapon, Misc, and Usable
Item. All items fall into one of these four categories (see Appendix D: Items).

A unit's appearance in-game changes based on the kind of Armour and


Weapon equipped. The Misc and Usable Items do not have any visual effect on the
unit.

Each unit begins with a default Armour and Weapon based on their character
class, but no Misc or Usable items. The base appearance of a unit (when no armour is
equipped) is a traditional thawb robe with kufeya headwear, in a variety of colours
and patterns (see Middle East Clothing Glossary in Appendix A: Resources and
Research).

T.E. Lawrence in traditional


Arabian dress

Khanjar Dagger

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Character Classes and Customization (Cont'd)

Class Default Armour Default Weapon


Swordsm
Breastplate Bedouin Sword
an
Rifleman Leather Coat GEW 88 Rifle

Assassin Goat Hair Coat Khanjar (dagger)


Bisht
Wizard Walking Stick
(Cloak)
Holy Man Bisht Walking Stick

Items can only be equipped on units through the Party Management screen
(shown below) accessed from the World Map (see World Map Phase). Once in a
battle, equipment cannot be added or removed from units.

1. Portrait of currently
selected unit

2. Unit Name, Class, and


stats

3. Currently equipped
items and also buttons for
choosing new equipment

4. Portraits of other units


in player’s army in “Cover
Flow” arrangement. Swipe
to centre on new unit and
tap to select.

5. Button: Close Party


Management and go to
World Map

Usable Items can only be used from the Command Menu in battle.

If a unit dies in battle every item it was wearing is lost and not returned to
the player's pool of items.

XP and Leveling Up
Level XP Required Stat Adjustment
(total)
1 — Base stats
2 50 [1-6] HP, [1-3] Defense, [1-3] Attack, [1-3] Magic
3 100 [1-6] HP, [1-3] Defense, [1-3] Attack, [1-3] Magic
4 200 [2-6] HP, [1-3] Defense, [1-3] Attack, [1-3] Magic

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5 350 [2-6] HP, [2-3] Defense, [2-3] Attack, [2-3] Magic


6 550 [3-6] HP, [2-3] Defense, [2-3] Attack, [2-3] Magic
7 800 [3-6] HP, [2-3] Defense, [2-3] Attack, [2-3] Magic
8 1100 [4-6] HP, [3] Defense, [3] Attack, [3] Magic
9 1450 [4-6] HP, [3] Defense, [3] Attack, [3] Magic
10 1850 [5-6] HP, [4] Defense, [4] Attack, [4] Magic

The XP reward for each enemy is detailed in the Enemies section.

Magic is only increased upon leveling up if the unit is a Wizard or Holy Man class.

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Ability Focus
The intent of the focus system is to allow units to become stronger in one
specific skill together, but with a penalty to an opposing skill. The following charts
show the variables that will modify unit skills for each focus type: Movement,
Defense, Attack, Magic, and Range.

MOVEMENT FOCUS
Stat Stat modification by size of group with same, unbroken focus

1 (base) 2 3 4 5 6+

Movement +1 +2 +4 +6 +8 +10

Defense — — — — — —

Attack — — — — — —

Magic — — — — — —

Range — -1 -2 -3 -4 -5

DEFENSE FOCUS
Stat Stat modification by size of group with same, unbroken focus

1 (base) 2 3 4 5 6+

Movement — -1 -2 -3 -4 -5

Defense +1 +2 +4 +6 +8 +10

Attack — — — — — —

Magic — — — — — —

Range — — — — — —

ATTACK FOCUS
Stat Stat modification by size of group with same, unbroken focus

1 (base) 2 3 4 5 6+

Movement — — — — — —

Defense — -1 -2 -3 -4 -5

Attack +1 +2 +4 +6 +8 +10

Magic — — — — — —

Range — — — — — —

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Ability Focus (Cont'd)

MAGIC FOCUS
Stat Stat modification by size of group with same, unbroken focus

1 (base) 2 3 4 5 6+

Movement — — — — — —

Defense — — — — — —

Attack — -1 -2 -3 -4 -5

Magic +1 +2 +4 +6 +8 +10

Range — — — — — —

RANGE FOCUS
Stat Stat modification by size of group with same, unbroken focus

1 (base) 2 3 4 5 6+

Movement — — — — — —

Defense — — — — — —

Attack — -1 -2 -3 -4 -5

Magic — — — — — —

Range +1 +2 +4 +6 +8 +10

Each unit's focus is initially set during the Battle Setup Phase. Unit's can
choose any of the five focus skills, regardless of character class. It can only be
changed at the beginning of a unit's turn, before any other action has been
performed. Doing so will immediately end that unit's turn.

The currently activated focus is displayed in Unit Info (Appendix F: Game


Interface – Menus). The skill number that has been increased by the focus is green
and the skill being reduced is red.

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Ability Focus (Cont'd)


For a unit to be considered in a group with an allied unit with the same focus
they must be no more than 4 tiles away from each other.

Distance between units on a grid

In the above diagram example units are represented by numbers. The black
numbers have an Attack Focus and the red 4 has a Magic Focus. Units 1, 2, and 3
form an unbroken chain because there are no more than 3 tiles between them. Note
that 1 and 3 are not connected directly because tiles are not counted diagonally.
Units 1-3 therefore each have an attack bonus of +4 and defense penalty of -2. The
chain is broken by unit 4, which has a different focus than the others. Units 5 and 6
form their own focus group with an attack bonus of +2 and defense penalty of -1. If
unit 4 were to change to an Attack Focus on its next turn, the entire group would be
connected and receive the maximum bonus.

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Magic System
Magic spells are separated into three schools of magic: Attack, Summon, and
Support. There are 6 unique spells per school, cast from the Command Menu. As
described in Character Class and Customization the Wizard class can use Attack or
Summon and the Holy Man class can use Summon or Support.

The unit's school of magic is selected on the Party Management screen during
the World Map Phase. It cannot be changed during a battle. A Wizard or Holy Man can
only have one school of magic active at a time.

The type of spells available to the unit is determined by the number of units
with a Magic Focus in its group (see Ability Focus). The more units in the group, the
more spells are unlocked. For example, if a Wizard of the Attack School is in a group
with 2 other units with Magic Focus then that wizard will have access to the twister,
blind, and ignite spells.

It is not necessary for a Wizard or Holy Man to have a Magic Focus, but they
will not be able to cast any spell without it. A change of focus may be a necessary
temporary sacrifice in order to improve the Attack or Defense stats of other units.

Magic Spells by number of units in group with Magic Focus


1
2 3 4 5 6+
(base)
Quicksan Earthquak Sandstor
Attack Ignite Blind Twister
d e m
Sand Skeleto
Summon Falcon Ghoul Ifrit Marid
Cobra n
Bonus
Support Heal Protect Heal All Protect All Revive
Turn

Ifrit (Fire Djinn) concept.


The Marid is a Water Djinn.

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Magic System (Cont'd)

Attack Spells
Spell Name Target Effect Damage Formula
HP lost = ([Magic Skill] +
Single Target is engulfed in flames
Ignite 10 - ([Target Magic
Enemy and loses HP
Skill]/2))
% chance of missing
Target is blinded for its next
Single next attack = 60 +
Blind turn and has reduced
Enemy Magic Skill - ([Target
attack accuracy
Magic Skill]/2)
A twister appears on the
targeted tile and remains
until the casting unit's next
turn. It moves to an
HP lost = ([Magic Skill] +
Twister Any Tile adjacent tile every time a
15)
unit, friendly or enemy,
ends a turn, doing damage
to any unit occupying the
space.
The targeted tile and four
adjacent ones turn to
quicksand for a set number Number of Turns =
Quicksand Any Tile
of turns. Any units on those ([Magic Skill]/3) rounded
tiles are unable to move for
the duration.
The targeted tile and those
HP lost = ([Magic Skill] +
Earthquake Any Tile in a 4 tile radius shake and
10)
cause damage to units.
HP lost (each time a unit
A sandstorm occurs over
ends a turn) = ([Magic
the entire level and lasts
Skill]/2
until the casting unit's next
Sandstorm None
turn. It causes damage to
Blind Chance % (each
enemies and has a chance
time a unit ends a turn)
of blinding them every turn.
= [Magic Skill]

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Magic System (Cont'd)

Summon Spells
Spell Name Target Effect Formula
A Falcon unit temporarily
Turns Available =
joins the player's team and
Falcon Empty Tile ((Focus Level - 1) + 1) *
can be given Move and
[Number of Enemies]
Attack commands.
A Sand Cobra unit
temporarily joins the Turns = (([Focus Level] -
Sand Cobra Empty Tile player's team and can be 2) + 1) * [Number of
given Move and Attack Enemies]
commands.
A Skeleton unit temporarily
Turns = (([Focus Level] -
joins the player's team and
Skeleton Empty Tile 3) + 1) * [Number of
can be given Move and
Enemies]
Attack commands.
A Ghoul unit temporarily
Turns = (([Focus Level] -
joins the player's team and
Ghoul Empty Tile 4) + 1) * [Number of
can be given Move and
Enemies]
Attack commands.
An Ifrit unit temporarily
joins the player's team and Turns = (([Focus Level] -
Ifrit Empty Tile can be given Move and 5) + 1) * [Number of
Attack and Magic Enemies]
commands.
A Marid unit temporarily
joins the player's team and Turns = (([Focus Level] -
Marid Empty Tile can be given Move and 6) + 1) * [Number of
Attack and Magic Enemies]
commands.

Support Spells
Spell Name Target Effect Formula
The targeted unit's HP is HP Added = [Magic Skill]
Heal Ally Unit replenished a certain * (([Focus Level] - 1) +
amount 1)
The targeted unit's Defense Skill Added = 5
Protect Ally Unit Defense skill is temporarily + (([Focus Level] - 2) +
increased 1) * 2
All allied units have their HP Added = [Magic Skill]
Heal All None HP replenished a certain * (([Focus Level] - 3) +
amount 1)
All allied units have their Defense Skill Added = 5
Protect All None Defense skill temporarily + (([Focus Level] - 2) +
increased 1) * 2
Dead unit is revived on tile
Dead Ally Amount of HP to restore
Revive where killed with a low
Unit = [Magic Skill]/2
amount of HP
Targeted unit is given an
Bonus Turn Ally Unit None
extra turn

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World Map
The world map shows the player's progress from the south towards Damascus
(ultimate destination and goal) and allows players to choose their path. The following
map is representative of the area of the world that will be displayed:

Example of what the World Map screen will look like

Presentation
The full map is twice as long as it is wide, so the player can scroll by touching
and dragging like one would normally scroll through text or a large image on the
iPad. The blank desert area in the top right of the map is where the menu will appear
that allows players to access Party Management or view details about selected points
of interest (see Appendix G: Game Interface Wireframes).

• The player begins in the southern city of Rabegh and the current position is
marked by a small icon.
• The initial state of the map shows only terrain and the names of major cities.

Fog of War
• All places that can be selected on the map and traveled to (cities, villages,
oases, etc) are called points of interest (POI) and are initially obscured by a
fog of war.
• The fog of war is permanently lifted in a "40 mile" radius (see example map
scale for an approximation) around the player's current location. This radius is
a tunable variable.

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World Map (Cont'd)

Travel
• The player can travel to any point of interest that has been revealed (see
User Interface - Controls).
• A dotted red line is drawn behind the player icon as it moves from one Point of
Interest (POI) to another. If the player has already traveled between those two
locations no new line is drawn.
• The speed at which the player icon moves across the map is a tunable
variable. In the example scale it would take 3 seconds to travel 20 miles.

Waypoints
A series of invisible waypoints are automatically generated if the player
selects a destination that is nearer to a previously visited location than the player's
current location. The main rule for waypoints is that the player icon will travel along
existing paths (dotted lines) until it reaches the POI closest to the destination, at
which point it will move to the final destination and create a dotted line if necessary.

Variable Tuning Value


Sight Radius
100 pixels
(for fog of war)
Approx. 20 pixels a
Travel Speed
second

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The Irrational Tenth
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World Map (Cont'd)

Map Generation
Major Cities

There are 12 major cities that are visible on the unexplored map and not affected by
fog of war. Their position remains constant in each new game and they use the City
terrain tileset theme.

World Map Reference showing


12 unique areas as well as major city
names and locations.

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The Irrational Tenth
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World Map - Map Generation (Cont'd)


Points of Interest

[48] Points of Interest (POI) are randomly generated at the beginning of the
game to "fill in" the World Map. There are 12 Areas that are made up of 1 City and 4
POIs. These areas have variables that determine the difficulty of the battles that take
place in them as well as how POIs are generated. Areas are not visible to the player
on the world map.

Tileset %
Area Difficulty
Village Desert Rocky
Rabegh [25%] [50%] [25%] 1
Yenbo [50%] [25%] [25%] 1
Medina [30%] [40%] [30%] 1
Wejh [40%] [30%] [30%] 1
Tebuk [25%] [75%] [0%] 2
Akaba [30%] [50%] [20%] 2
Maau [50%] [40%] [10%] 2
Jauf [25%] [75%] [0%] 2
Azdak [60%] [20%] [20%] 3
Amnan [70%] [0%] [30%] 3
Deraa [70%] [10%] [20%] 3
Damascus [80%] [0%] [20%] 3

The min and max distance between POIs that determines map "density" are also
tunable values.

POI names are drawn from a master list of place names(Appendix of names to be
added after graduation).

2 randomly selected POIs in each Area will spawn a recruitable unit after the player
wins the battle there (see Game Characters - Generic Unit Generation).

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Gameplay Details
User Interface - Controls
Overview
As an iPad game, it uses context-sensitive touch input. There are three main
categories of interface elements: Menu Buttons, Units, and Tiles. The rule is double
tap brings up an “Info” window and single taps are used for text menu buttons.

The menus and GUI elements that allow the player to give orders to units can be
viewed in Appendix F: Game Interface – Menus.

Menu Buttons
• These include menu items and GUI buttons such as “Close”.
• Tap once to activate

Units
• Double tap any friendly or enemy unit to bring up its Info Window.
• Double tapping the unit whose current turn it is will bring up the Command
Menu.

Tiles
• Double tap any tile (grid space) to bring up the Terrain Info box. It can be
closed by tapping the “Close” button.

Moving the Camera


• Drag at any angle and release. The camera will move in the opposite direction
of the finger, as is standard in all iOS apps with a drag function (text with
scrollbars, maps, etc).
• Dragging will have no effect when the camera reaches its boundary as
described in Camera - Details.

Rotating the Game View


• A two-finger horizontal swipe to the left or right will orbit the camera 90 ° (see
Camera – Rotation).
• Swiping to the left will rotate counter-clockwise and swiping right rotates
clockwise (in terms of compass directions)

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Battle Setup Phase


Overview

Before the battle begins the player must choose and place units on the grid. It
is possible to view the layout of the grid and see the enemy types and positions, but
not their stats.

Viewing Units
The stats of every unit in the player’s army can be viewed. Scrolling through
all available units is done in a similar way as on the Party Management screen (see
Appendix G: Menu Wireframes)

The Grid
The camera can be moved around the grid normally (see Camera section), but
the game is “paused” and the AI is not activated yet. The enemy units are visible.

A starting area consisting of highlighted tiles indicates where players may


place their units. It is [3] tiles deep by [6] long and is positioned along an edge of the
grid. A similar starting area within which enemy units are placed exists along the
opposite edge. The position of the starting areas along their respective edges is
randomly determined.

Placing Units

Units have restrictions on where they can be placed. They cannot be placed
on impassable tiles and must be within the player’s starting area.

• Drag the unit portrait from the viewing area to a valid tile on the battle grid.
• To remove a unit from the grid drag it back to the viewing area.
• Continue placing units until the maximum number of allowed units is reached
• Press the Ready button to end the Setup Phase and begin the Battle Phase.

See Appendix G: Wireframes for a mockup of a Battle Setup Phase screen.

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Command Menu
Overview
The Command Menu appears when a player unit is selected on the battle grid
on its turn. It can be moved around the screen by dragging it from its menu edge.

Move
• Move the unit to another tile
• See Movement section

Attack
• Order the unit to attack an enemy
• See Combat System section

Magic
• Order the unit to cast a spell
• Only available if unit is a magic-using class
• See Magic System section

Item
• Order the unit to use an item on itself or an ally
• Only available if the player has a Usable Item
• See Appendix D: Items - Usable

Special Ability
• Order the unit to perform its special ability
• See Special Ability Microgames section

Change Focus
• Change the unit's Focus
• Must be first action performed on unit's turn
• Not available after the unit performs an action
• See Ability Focus section

End Turn
• Ends the unit's turn

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Victory Conditions
Each battle has a randomly assigned victory condition. The levels ends
immediately after this condition has been met.

Primary Goal Description


Kill All Enemies Every enemy unit on the grid must be killed.
Kill [Specific Enemy] A single, powerful boss unit must be killed.
Survive [X] Turns The player must survive waves of very strong enemies for
a certain number of turns (between 30-50, these upper
and lower limits being tunable values)
Reach Area The player must move all their units to an area along the
opposite edge of the grid from which they start. This area
is [5] tiles wide along the edge and [2] tiles deep. Its
location along the edge is randomly determined during
level generation.

Each level has a [50%] chance of also having a bonus goal. These goals are
completely optional but provide an additional reward if completed.

Bonus Goal Description


Don't Use Magic No player units must use magic
Finish Before Turn [X] Complete the victory condition before a certain number of
turns. Never appears with victory condition Survive [X]
Turns.
Don't Use Items No player units must use items
Don't Use Special No player units must use a special ability
Abilities
Don't Lose No player units must be knocked unconscious
Consciousness
Don't Lose Any Unit No player units must be killed

Rewards
Reward Items are flagged as such (see Appendix D: Items) and one is
randomly chosen when goals have been completed. Campaign Rewards are given in
the World Map Phase when [2-4] battles have been won in a row.

Primary Goal Rewards


• Armour
• Weapon
• Usable Item

Bonus Goal Rewards


• Misc Item

Campaign Rewards
• Unlocks a new unit to recruit at last battle location
• Unique Item

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The Irrational Tenth
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Gameplay Walkthrough
Overview
A walkthrough of the gameplay loop with actions that can be performed
during each phase.

World Map Phase


• Select Party Management
• Browse units in your army and view their stats
• Equip unit with an item in the Armour, Weapon, Misc, or Item equipment slots
if the player has items in global inventory.
• Close Party Management screen to return to World Map
• Select one of the visible destinations (points of interest) on the world map.
• If a unit is available to be recruited at this location you can select it to look at
its stats and recruit it to your army
• Select Travel button to move to that location or Back to choose a different
destination
• The player icon on the World Map will move along the map to the destination.
• Upon arriving the level will load

Battle Setup Phase


• The victory condition and bonus goal for the level will be displayed until the
player taps an OK button
• The enemy units (just type, not stats) will be shown on the level grid
• Choose the units from your army that you wish to use in the battle and place
them one at a time within the starting area of the grid
• Press the Ready button when finished selecting and placing units to begin the
battle

Battle Phase
• Select a unit and action from the command menu.
• Move: Select a tile to move to
• Attack: Select an enemy
• Magic: Select a spell and then a target friendly unit, enemy or tile
• Item: Select a target
• Special Ability: Select target then play microgame (see next sub-heading)
• Change Focus: Choose a new focus subject
• End Turn: Ends turn and begins turn of next unit or enemy in the queue
• Each unit may perform two actions (ie. Move and Attack, Move and Item,
Magic and Special Ability, etc)
• Change Focus may only be used at the beginning of a turn and automatically
ends it.
• Once every player unit has taken its turn the enemy units go through their
turns
• Repeat until victory condition is met or failed

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The Irrational Tenth
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The Irrational Tenth
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Gameplay Walkthrough (Cont'd)

Microgame
• View game instructions/goal
• Perform action within 3 second time limit
• If successful return to Battle Phase where special ability is activated
• If not successful, special ability is not activated and unit will automatically end
its turn

Results
• The battle will end with a message proclaiming SUCCESS or DEFEAT
depending on whether the victory condition has been met or not.
• If there was a bonus goal, its result will be displayed.
• If the battle ended in defeat then return to the World Map
• If won, the reward item(s) will be shown before returning to the World Map

Repeat
• Once back at the World Map repeat the above phases until reaching
Damascus on the map and winning the battle there, at which point the game
will end.

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Beat Chart

Notes
• There are 12 geographical areas composed of 5 levels each, for a total of 60
levels represented along the X-axis (see World Map - Map Generation)
• Though progression appears relatively linear, the player actually has freedom
to choose where to go next on the World Map. This chart represents ideal
progression through each level of the game, but an actual gameplay
experience may involve accidentally or intentionally going to areas that are
too difficult and bypassing ones that are too easy.
• "Excitement" is measured in terms of access to new equipment and items,
more powerful units, more locations on the map to choose from, and more
varied enemies.
• The first level will be relatively easy but kick off with a bang (interesting units
and enemies) to hook the player and show what they will encounter later on
• One level in each area will contain a miniboss — this is the spike on the levels
that are multiples of 5.

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Camera
Overview
The camera will provide an isometric bird’s eye view. It maintains a 5:4 aspect
ratio at all times, so it will remain fixed when the iPad itself is rotated into portrait
mode, but will flip “upside down” if the iPad is rotated 180°. The camera view can be
dragged around to show different parts of the level or rotated around the grid to
provide a different viewing angle.

Example of isometric bird’s eye camera

Summary
Frame Size 5:4 / 1024x768 (iPad Screen Resolution)
Amount of Visible Corner-to-corner screen diagonal approximately equal to a
Grid (camera height) row of 16 grid tiles
Player Manipulation ● Drag to Move
● 90° Increment Grid Rotation

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Details
The amount of grid viewable within the camera frame (ie. camera distance
from the ground) is such that the x and y axes that intersect in the middle of the
16x16 grid fit precisely within the frame of the camera when centred on the grid
origin point. See below diagram.

A level’s total possible viewable area is slightly larger than the rectangular
area determined by the corners of the grid. The camera extents—or how far beyond
the grid corners the camera can go before stopping—are determined by adding
tunable variables for the left, right, top, and bottom that represent this extra
distance.

A level’s total possible viewable area with the current view centered on grid origin.

Variable Tuning Value


(pixels)
A : Left Margin 64
B : Right Margin 64
C : Top Margin 64
D: Bottom Margin 64

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Rotation
The grid can be viewed from 4 different angles at 90° increments. The player
can only rotate the camera 90° at a time in either direction, so switching to the
opposite view will require two rotation commands (see User Interface – Controls). In
the default view, the North side of the grid is in the top right.

The four viewing angles as represented by compass directions.

After receiving the rotation command, the camera will orbit the grid
coordinates that its view is currently centred on. The length of time for the camera to
smoothly orbit from its original position to the new viewing angle is 1.5 seconds.

Variable Tuning Value


[whatever lasts
Camera Orbit Speed
approx. 1.5s]

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Game Characters
Overview
Many units the player encounters and recruits in the game are randomly
generated, but a select few are given specific names and roles.

Unique Characters
Player Character (T.E. Lawrence)

• The player character and a unit that can be used in battle


• If he dies the game is over
• Rifleman class
• Default Armour is the unique item British Army Uniform

Faisal and Abdullah

• These two brothers are the player's allies and leaders of the Arab armies.
• Faisal appears during the Battle Setup Phase as a talking head and gives the
player the level's victory condition (see Victory Conditions).
• Abdullah gives the player information about the various points of interest on
the World Map (see World Map - Points of Interest).

Fakhri Pasha
• The leader of the Ottoman Army and final boss.
• The player fights him in the final battle at Damascus (see Enemies - Fakhri
Pasha).

Generic Unit Generation


• POIs occasionally spawn a unit that the player can recruit (see World Map -
Points of Interest).
• A Class is randomly chosen and the unit generated based on the stats given in
the class template (see Character Classes and Customization).
• A name is generated from the master list of character names.
• The level of the generated unit is equal to: T.E. Lawrence unit level [+ or
-] [1].

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Enemies
Enemy Generation
• Enemies are generated in the same way as player units (see chart on next
page)
• They are assigned a level and acquire all the stat bonuses appropriate for that
level
• See Character Classes and Customization for leveling rules, which are also
applicable to enemies
• They can either be 1 level below the player's main character, the same level
as the player character, or 1 level higher.
• Which level an enemy ends up being is determined by the difficulty of the
area the player is currently in (see World Map - Points of Interest)

The following chart shows the chance that an enemy will spawn at the different levels
for the three different difficulties.

Area [Player Level] - 1 [Player Level] [Player Level] + 1


Difficulty
1 [50%] [30%] [20%]
2 [25%] [50%] [25%]
3 [20%] [30%] [50%]

Battle Groups
Enemies are not spawned directly on to the battle grid, but into a Battle
Group. These groups restrict which units will appear together. Therefore, when a
level is generated, a Battle Group is randomly selected and the appropriate enemies
generated for it.

Name Enemy Types Number (random range)


Army Swordsman, Rifleman, [4-8]
Assassin
Army + Magic Swordsman, Rifleman, [4-8]
Assassin, Wizard, Holy Man
Mythological Ghoul, Skeleton, Rukh [6-12]
Magic + Jinn Wizard, Holy Man, Fire [5-10]
Djinn, Water Djinn, Earth
Djinn, Air Djinn
Magic + Myth Wizard, Holy Man, Ghoul, [4-8]
Skeleton
Army + Myth Swordsman, Rifleman, [5-10]
Assassin, Ghoul, Skeleton
Jinn Fire Djinn, Water Djinn, [3-6]
Earth Djinn, Air Djinn

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Enemies (cont'd)

Enemy List
Base Skill Values (randomly initialized from
Class
range)
Moveme Defen Rang
HP Attack Magic
nt se e
Turkish Swordsman 35-50 3-4 8-12 4-8 — 1

Turkish Rifleman 20-30 3-4 8-12 4-8 — 4-6

Turkish Assassin 20-30 4-5 4-8 8-12 — 1

Turkish Wizard 10-20 2-3 1-3 1-3 8-16 3-5

Turkish Holy Man 10-20 2-3 1-3 1-3 8-16 3-5

Falcon 10-15 4-6 — 5-10 — 3-5

Sand Cobra 10-15 2-3 — 5-10 — 1

Ghoul 45-60 1-3 4-8 5-10 — 1

Skeleton 30-40 3-4 — 4-8 — 1

Rukh 65-80 4-6 — 10-15 — 1

Ifrit (Fire Djinn) 50-65 3-4 4-8 8-12 10-20 1

Marid (Water Djinn) 50-65 3-4 4-8 8-12 10-20 1

Earth Djinn 35-50 2-3 3-6 10-15 10-20 3-5

Air Djinn 35-50 2-3 3-6 10-15 10-20 3-5

Class Special Ability XP Reward


Turkish — [5]*[Player
Swordsman Level]
Turkish Rifleman — [5]*[Player
Level]
Turkish Assassin — [6]*[Player
Level]
Turkish Wizard Same magic available to player unit [4]*[Player
Level]
Turkish Holy Man Same magic available to player unit [4]*[Player
Level]
Falcon Flying Unit [1]*[PlayerLevel]
Sand Cobra [3-5] poison damage on targets turn until [1]*[PlayerLevel]
healed
Ghoul Restore 5HP every turn [6]*[Player
Level]
Skeleton Come back to life with half HP after [8] [4]*[Player
rounds Level]
Rukh Flying Unit [7]*[Player

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Level]
Ifrit (Fire Djinn) Immune to Ignite; Casts Ignite on melee hit; [6]*[Player
Flying Unit Level]
Marid (Water Immune to Blind; Casts Blind on melee hit [6]*[Player
Djinn) Level]
Earth Djinn Immune to Earthquake and Quicksand; Casts [6]*[Player
both Level]
Air Djinn Immune to Twister and Sandstorm; Casts [6]*[Player
both; Flying Unit Level]

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Enemies (Cont'd)

Minibosses
There are 11 minibosses—1 for each area of the game world. The 12th and
final boss is detailed in the next section.

Boss Class Level Battle XP Reward Item


Area Group Reward
Rabegh Turkish Player Level + Army [8]*[Player Persian
Swordsma [4] Level] Sword
n
Yenbo Ghoul Player Level + Mythological [8]*[Player Ottoman
[4] Level] Coat
Medina Earth Jinn Player Level + Jinn [8]*[Player Random
[4] Level] Unique
Wejh Turkish Player Level + Army + [8]*[Player Ancient
Wizard [4] Magic Level] Staff
Tebuk Skeleton Player Level + Mythological [8]*[Player Modern
[4] Level] Breastplate
Akaba Water Jinn Player Level + Magic + [8]*[Player Random
[4] Myth Level] Unique
Maau Turkish Player Level + Army + [8]*[Player Enchanted
Assassin [4] Myth Level] khanjar
Jauf Turkish Player Level + Army [8]*[Player M1903
Rifleman [4] Level] Springfield
Azdak Rukh Player Level + Army [8]*[Player Random
[4] Level] Unique
Amnan Fire Jinn Player Level + Army + [8]*[Player 3 Potent
[4] Magic Level] Potions
Deraa Air Jinn Player Level + Magic + [8]*[Player 3 Potent
[4] Myth Level] Potions

Final Boss
• The final boss is named Fakhri Pasha
• He is a hybrid unit of 3 classes: Rifleman, Swordsman, Holy Man
• He can switch between sword or rifle depending on if his target is near or far,
and cast Summon or Support magic at any time
• He is Level 10
• He is accompanied by the Army + Magic Battle Group

Base Skill Values

HP Movement Defense Attack Magic Range

100 4 20 20 30 1 or 8

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The Game World


Overview
World Map
The World Map is detailed in the section Feature Details - World Map. During
this generation phase each location is assigned a tileset that is used for actual grid
generation.

Battle Grid
The Battle Grid is composed of 4 chunks of tiles that are created by level
designers. These need to be designed in such a way that chunks of the same tileset
can connect to each other so transitions are seamless.

Battle Grid
There are four tilesets: City, Village, Desert, and Rocky. Each tileset has 16
unique chunks—four for each corner (4xNW, 4xNE, 4xSE, 4xSW) Each chunk is an
8x8 square of 64 (not all unique) tiles.

The battle grid for a specific level is generated by randomly selecting one of
the four chunks from each corner grouping, from the appropriate tileset.

The full level divided into four chunks

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The Game World - Battle Grid (Cont'd)

Tiles
Level designers can rotate tiles at 90° increments and adjust their height
when creating chunks. The base grid is considered at height 0 and snaps in
increments of 1. A tile can have negative height.

A height difference of 1 (for example, between 0 and -1 or 0 and 1) is


considered a "step" that a unit can move across, but a height difference of 2 or more
is effectively an impassable wall. Flying units are able to move without being
restricted by tile heights (see Gameplay Details - Movement).

"Scenery" objects (foliage, rocks, etc) will be baked into tiles and not placed
separately.

The following list of tiles is just a starting point and will be constantly added to
based on input from level designers and artists.

Tile Number of Move Penalty


Variations
Sand 8 1
Impassable Sand 12 Impassable
Rock Ground 6 2
Grass 4 1
Shallow Water 2 2
Deep Water 2 Impassable
Water to Sand Edge 2 2
Water to Rock Edge 2 Impassable
Tent Wall 4 Impassable
Tent Corner 4 Impassable
Tent Roof 4 Impassable
House Wall 6 Impassable
House Corner 6 Impassable
House Roof 6 Impassable
Well 4 Impassable
Broken Wall 4 Impassable
Market Stall 4 Impassable
Railway 2 1

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Multiplayer
Overview
Multiplayer consists of 1vs1 battles played on the same device.

Game Options
• Tileset: City, Village, Desert, Rocky
• Victory Condition: CTF, Last Man Standing, King of the Hill
• Unit Level: Choose from 1-10. Determines unit starting stats, which are not
random within a range but the upper limit of the range so as to not be
unfair.
• Blind Setup?: Yes/No toggle

Battle Setup
If the Blind Setup toggle is set to "Yes" Player 1 chooses and places all his
units before passing it to Player 2, who does the same without seeing Player 1's
units.

If the toggle is set to "No" players take turns choosing and placing a single
unit, which is visible on the grid to the other player.

Each player has [20] points which they "spend" on units during the setup
phase. The following chart lists all the units available in multiplayer and their point
value.
Class Point Value

Swordsman [3]

Rifleman [3]

Assassin [4]

Wizard [5]

Holy Man [5]

Ghoul [3]

Skeleton [1]

Rukh [8]

Ifrit (Fire Jinn) [6]

Marid (Water Jinn) [6]

Earth Jinn [6]

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Air Jinn [6]

Play
• Player 1 goes first (how players determine who is Player 1 is up to them to
decide before the Battle Setup)
• Players alternate taking single turns
• The turn order for units is determined by the order in which they were placed
on the grid; The first unit to be placed goes first, last goes last, etc.
• When a player hits "End Turn" on the Command Menu a pop-up notification
appears asking the player to pass the device to the other player.

Game Types
CTF
• Each player has a flag "unit" that they place in their starting area during
Battle Setup but cannot be moved except by their opponent during the game.
• A flag is picked up by moving a unit onto the opposing player's flag. That unit
cannot perform any action on its turn except "Move"
• A flag is captured by moving the unit holding the opponent's flag onto the
player's own flag.
• The flag is returned to its original position if the unit holding it is killed.
• The game ends after a successful flag capture or if all the units on one team
are killed.

Last Man Standing


• All of the opponent's units must be killed.

King of the Hill


• A flag is placed at the exact centre of the map. The 4 tiles surrounding it are
considered the "hill" for gameplay purposes, even if it is not actually a hill in
terms of tile height.
• Players gain a point for each consecutive turn that one of their units occupies
the hill
• If units from both players are on the hill no points are awarded to either of
them.
• If a player has no units on the hill his score is set to 0. Points are not reset if
an opposing unit enters the hill.
• The first player to reach [10] points wins.

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Game Help
The tutorial consists of a series of static screenshots with descriptive text that
walks the player through basic actions.

It is accessed from the Options menu screen.

• Screen 1 - Movement: Explains how to move and how tiles have different
movement values that work in conjunction with the unit's movement stat to
determine its range.
• Screen 2 - Melee: Explains melee combat
• Screen 3 - Ranged: Explains ranged combat
• Screen 4 - Magic: Explains how Holy Man and Wizard can only use certain
spells
• Screen 5 - Focus: Explains how units can Focus and how that adds stat
bonuses when grouped

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Music and Sound Effects


Sound Design Overview
The game score will be heavily based on traditional Bedouin music as played
on the stringed rebab instrument (see Appendix A: Resources and Research - Music).
The score will also draw on British Army marches, specifically The Voice of the Guns,
but with an Arabic interpretation. This music is meant to evoke the history of the
Arabic and Bedouin people and their mythology, with just a hint of underlying British
Imperialism.

The purpose of the sound effects are to provide immediate and clear feedback
to the player about the actions occurring in the game. In combination with visual
effects the sound effects will help create a "juicy" game that makes each interaction
by itself a little fun and rewarding.

Sound Effects
Name # of Variations Description
A very short "click" Sound to be played when
Button Tap 1
tapping menu buttons
Point of When a POI is selected on the world map,
Interest 8 appropriate ambience plays (ie. city street,
Selection windy desert, camels at oasis, etc)
Battle Begins 1 "Ka-chung" call to action
Invalid Action 1 Played when invalid action is attempted
A short chime played upon completing the
Victory 1
battle's victory condition
A short chime played upon failing the battle's
Defeat 1
victory condition

Full list of sound effects for each unit to be added after graduation.

Music
Location Description Approximate Loops?
Played Length
Main Menu A brief track that is used as the 30-45 seconds Yes
game's theme music.
World Map Ambient "neutral" music that is an 3-4 minutes Yes
expanded version of the main
menu theme.
Battle 1 Upbeat "march to battle" music 2-3 minutes No
that makes the player feel like
they can accomplish anything.
Battle 2 A more sorrowful track to be 2-3 minutes No
played when the player is losing
or facing overwhelming odds.

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APPENDICES
Appendix A: Resources and Research
Films
Lawrence of Arabia (1962)
Dune (1984)
Dune (2000 - miniseries)
Children of Dune (2003 - miniseries)

Books
Seven Pillars of Wisdom, T.E. Lawrence
Dune, Frank Herbert
One Thousand on One Nights / Arabian Nights
Gods, Demons, and Symbols of Ancient Mesopotamia, Jeremy Black and Anthony
Green
Book of Imaginary Beings, Jorge Luis Borges

Games
WarioWare: Smooth Moves (Wii)
WarioWare: Touched (DS)
Final Fantasy Tactics (iPhone/iPod Touch)
Vandal Hearts (PSN, XBLA)
Tactics Ogre: Let Us Cling Together (PSP)
Skulls of the Shogun! (TBA)

Web
Arabian Mythology - Wikipedia (http://en.wikipedia.org/wiki/Arabian_mythology)
The Arab Revolt - Wikipedia (http://en.wikipedia.org/wiki/Arab_Revolt)
T.E. Lawrence - Wikipedia (http://en.wikipedia.org/wiki/T._E._Lawrence)
Bedouin - Wikipedia (http://en.wikipedia.org/wiki/Bedouin)
Arabian Desert - Wikipedia (http://en.wikipedia.org/wiki/Arabian_desert)
Middle East Clothing Glossary (http://www.raqs.co.nz/me/clothing_glossary.html)

Music
The Rebab instrument (http://www.youtube.com/watch?
v=PJx6vjaw6P8&feature=related)
Traditional Bedouin Music (http://www.youtube.com/watch?v=oIEHVrZWdUE)
The Voice of the Guns (http://www.youtube.com/watch?v=FWyfgqKAJv8)

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Appendix B: Competitive Analysis


Final Fantasy Tactics
• Platform: iPhone/iPod Touch
• Release Date: September 15, 2010

Competitor Features The Irrational Tenth The Irrational Tenth


Features Response
20 different character 5 different character Fewer classes means they
classes classes plus hirelings and can be better balanced
pets and made to complement
each other. Depth comes
through unit synergy, not
variety.
Plenty of sidequests No linear "main story" Players are able to create
path, players always their own personal
choose where to go next narrative as it is entirely
up to them whether they
try to win as fast as
possible or take their time
and explore
World map travel along World map travel between Paths are dynamically
paths and random battles points of interest created between points of
interest so they route the
player takes to Damascus
as documented on the
World Map is up to the
player
Shops and economy allow Powerful equipment that is The game is about tactics,
buying and selling of always useful and never not loot. Equipment is
equipment made obsolete by "+1" given as a valuable reward
variants for good tactics. It has
more meaning than
equipment bought by
grinding gold and
eventually discarded.

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Appendix B: Competitive Analysis (Cont'd)

Wakfu
• Platform: PC
• Release Date: TBA, currently in open beta
• Website: http://www.wakfu.com/en

Competitor Features The Irrational Tenth The Irrational Tenth


Features Response
Free-to-Play MMO Singleplayer roguelike Different audience and
game experience. The
Irrational Tenth is about
replaying over and over
with different units and
challenges, not using the
same units forever and
constantly improving their
skills
Continuous world, no Self-contained levels World map and free travel
transitions accessed through world between points of interest
map gives the sense of a larger
world that exists outside
levels
Large number of spells Relatively small number of Each spell is tuned to be
each with 100 levels of spells in four categories balanced and effective
power without the need to grind
XP. Even the first tier
spells are not made
obsolete by subsequent
ones
Different professions allow No non-combat abilities The game is about tactics
resource gathering and and combat, not crafting
crafting and grinding resources

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Appendix B: Competitive Analysis (Cont'd)

Skulls of the Shogun!


• Platform: XBLA, PC
• Release Date: Q1 2011
• Website: http://skullsoftheshogun.com/

Competitor Features The Irrational Tenth The Irrational Tenth


Features Response
Up to 4 player multiplayer Singleplayer The singleplayer
experience will be more
solid and fun without
having to tweak stats for
balanced multiplayer. The
goal is to create a great
roguelike, not competitive
multiplayer game.
No grid restricting unit Procedurally generated Though a grid exists,
positioning grid players will never
encounter the same one
twice. Levels in Skulls can
be memorized and optimal
positioning found, even if
units have free movement.
Spend resources to Battle Setup Phase allows A larger variety of units
summon units during players to select units and enemies makes
battle from their army choosing the right units to
send to battle an
interesting decision. Units
are also not disposable as
in Skulls meaning players
develop an emotional
attachment to them.
Powerful general unit A variety of possible A single goal is not as
gains power as time goes victory conditions and interesting as a variety of
on before using him, must Focus System that allows victory conditions on
be defeated to win certain units to become procedurally generated
extremely powerful levels. Permadeath and
the focus system means
certain units in The
Irrational Tenth have the
ability to become
extremely powerful and
their loss as devastating to
the player as losing the
battle.

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Appendix D: Items
Armour
Name Type Stats Flags
Breastplate Heavy Defense [+4] Default
Ancient Breastplate Heavy Movement [-1] Reward
Defense [+8]
Modern Breastplate Heavy Movement [-2] Reward
Defense [+12]
Goat Hair Coat Light Defense [+1] Default
Camel Hair Coat Light Defense [+2] Reward
Ottoman Coat Light Defense [+3] Reward
Worn Leather Coat Medium Defense [+2] Default
Hard Leather Coat Medium Defense [+4] Reward
Custom Leather Outfit Medium Defense [+6] Reward
Bisht Clothing — Default
Expensive Bisht Clothing Movement [+1] Reward
Range [+1]
British Army Uniform Clothing HP [+5] Unique

Weapons
Name Type Stats Flags
Walking Stick Staff — Default
Cedar Staff Staff Magic [+10] Reward
Ancient Staff Staff Magic [+15] Reward
Khanjar Dagger — Default
Steel khanjar Dagger Attack [+10] Reward
Enchanted khanjar Dagger Attack [+15] Reward
Bedouin Sword Sword — Default
Turkish Officer's Sword Sword Attack [+5] Reward
Persian Sword Sword Attack [+10] Reward
Gew 88 Rifle — Default
Gew 98 Rifle Attack [+5] Reward
Range [-1]
M1903 Springfield Rifle Attack [-5] Reward
Range [+2]

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Appendix D: Items (Cont'd)

Miscellaneous
Name Type Stats Flags
Apprentice Ring Ring [+5%] XP Reward
[-5%] HP
Journeyman Ring Ring [+10%] XP Reward
[-10%] HP
Master Ring Ring [+15%] XP Reward
[-15%] HP
Enchanted Ring Ring Double Focus (unit Reward, Unique
counts as 2 in its focus
grouping)
Peasant Pendant Pendant [10%] additional HP Reward
Bedouin Pendant Pendant [15%] additional HP Reward
Defense [-4]
Royal Pendant Pendant [20%] additional HP Reward
Defense [-8]
Enchanted Pendant Pendant Regenerate [5HP] Reward, Unique
every turn
Trader's Kufiya Kufiya/Scarf Movement [+1] Reward
[-5%] XP
Traveler's Kufiya Kufiya/Scarf Movement [+2] Reward
[-10%] XP
Soldier's Kufiya Kufiya/Scarf Movement [+3] Reward
[-15%] XP
Enchanted Kufiya Kufiya/Scarf Unit always goes first Reward, Unique

Usable
Name Type Effect Flags
Health Elixir Heal Restore [15-20]HP Reward
Attack Potion Attack Buff Increase Attack Power Reward
by [5] for 1 turn
Potent Attack Potion Attack Buff Increase Attack Power Reward
by [5] for 2 turns
Magic Potion Magic Buff Increase Magic Power Reward
by [5] for 1 turn
Potent Magic Potion Magic Buff Increase Magic Power Reward
by [5] for 2 turns
Defense Potion Defense Buff Increase Defense by Reward
[5] for 1 turn
Potent Defense Potion Defense Buff Increase Defense by Reward
[5] for 2 turns
Smelling Salts Revive Revives targeted Reward
unconscious party
member with 10HP

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Appendix F: Game Interface – Menus


Main Menu Flow Chart

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Copyright (C) 2010 Vancouver Film School – All rights reserved

Appendix F: Game Interface - Menus (Cont'd)

World Map Menu Flow Chart

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Appendix G: Game Interface –


Wireframes
Main Menu - Title
1. Title Screen with game
name and background
image

2. Button: Load’s
previously saved
game. Only appears
if there is a saved
game.

3. Button: Go to
New Game Prompt
screen

4. Button: Go to
Multiplayer menu
screen

5. Button: Go to
Options screen

6. Button: Go to About screen

Main Menu - New Game Prompt


1. Title Screen background
is faded

2. Menu buttons
faded and
deactivated

3. Pop-up Prompt
for confirming New
Game Action
Yes: Begins new game
No: Return to Main Menu

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Main Menu – Multiplayer


1. Map Type: Drop down
menu of different
tilesets (desert, city,
village, rocky)

2. Victory Condition:
Drop down menu of
different game types, or
victory conditions

3. Button: Begin the


game

Main Menu –
Options
1. Music Toggle

2. Sound Effects Toggle

3. Language drop down


menu

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Main Menu – About


1. List of development
team credits

2. Copyright information

3. Button consisting of
company logo and text
that links to other games
on the App Store.

World Map
1. Button: Go to Party
Management screen

2. Button: Go to Main
Menu

3. World Map can be


scrolled up and down.
Points of Interest can be
selected on the map.

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World Map – Point of Interest


1. Name of selected
location

2. A short descriptive
paragraph

3. Button: Move player


icon on map to location
and begin battle

4. Close the info box and


return to blank World Map

5. Button: Go to Main
Menu

World Map – Party Management


1. Portrait of currently
selected unit

2. Unit Name, Class, and


stats

3. Currently equipped
items and also buttons for
choosing new equipment

4. Portraits of other units


in player’s army in “Cover
Flow” arrangement. Swipe
to centre on new unit and
tap to select.

5. Button: Close Party


Management and go to
World Map

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Battle Phase – Victory Condition


1. Battle Grid is visible
but faded

2. Pop-up shows victory


condition

3. Button: OK closes
pop-up and goes to
next screen

Battle Phase – Setup

1. Battle Grid fully


visible. Ready button
in corner begins battle.

2. Selected unit stats

3. Unit portrait and


name/class. Can be
dragged on to grid tile.
Units on grid tile
dragged here to be
removed.

4. Arrows allowing
tapping to scroll
through new units.
Alternatively, swipe to
scroll.

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Battle Phase – Command Menu


1. Command Menu Buttons

2. Menu appears when


player unit selected on grid.
Disappears when non-player
unit area of grid touched.

3. Menu can be grabbed and


dragged around to any
position on the screen.

Battle Phase – Result/Reward


1. Battle grid faded out

2. Message declaring Victory


or Defeat

3. Unit Names and the


amount of XP they acquired

4. Item reward if applicable

5. Button: Return to world


map

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