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[//]:<>(look and feel of the game) #Game Design Document ##Game Overview

###Character

The player will be a first person camera who can fire projectiles to defeat enemies. The character will have a health and if the player’s health is depleted the game is over. Also, the player will have a crosshair to indicate where the bullet will travel if fired. The crosshair should be rendered to the center of the screen.

###Environment Design

The Level design will incorporate a dungeon like area with walls to prevent and obstruct movement. Enemies will spawn at random locations within the dungeon level. The floor and walls will be textured. The level obstacles will also be generated randomly to create a unique environment feel for each level. There will be a designated player spawn location.

##Gameplay and Mechanics ###Game Objective

The goal of the game is to kill all enemies in a wave of the dungeon. Killing all enemies will advance the level, which will increase the difficulty through strengthening the enemies and **increasing the number of enemy spawns.

###User Interface

The game will be designed to run on Linux Operating systems with support for the keyboard and mouse. The perspective will be first-person. **The player’s arms and weapon will show on screen.

###Mechanics

The player will lose health if he is hit by an enemy or a projectile. The player will die and the game will end if the player loses all his or her health. The player will click either mouse button to fire his or her projectile or Q.

###Actions

Standard WASD and Arrow key mapping enable movement through the level. Mouse movement will change the first person perspective based on the change in mouse position.

###Physics

Game physics will incorporate position and radius for player and NPCs. In addition, bullet will travel with position and velocity. Neither player nor NPCs can walk through walls. **Player attacks have knockback power.

###Movement

Player and NPCs will be able to move three-dimensionally.

###AI

##Story, Setting, and Character Story

A sphere looked at your math homework wrong. Better head to the dungeon and teach them a lesson about proper peer reviewing etiquette with your blaster and projectiles. //freaking hilarious

###Art

Enemies will be rendered as spheres **and other shapes.

###Sound and Music

Sound and music implementation is not in the current timeline for the project. **sound effects based on collision. The type of the Collided Objects will determine the sound produced. A sound mask and be produced from the logical OR of the Collided Objects’ sound keys and passed to the Sound Manager.

###Most Compelling Feature

Enemy/Obstacle Random Spawning Feels like you never play the same level twice.

##Development Team: ###Victor Foreman Remington Holt Ranjay Salmon

**(if time permits)