Professional Documents
Culture Documents
Table of Contents...................................................................................................................1
1. Introduction........................................................................................................................ 3
2. Description......................................................................................................................... 3
3. Target Audience.................................................................................................................3
4. Genre................................................................................................................................. 3
5. Platform/Distribution...........................................................................................................4
6. Graphics Style/Rendering System......................................................................................4
7. Music & Sound Effects.......................................................................................................5
8. Objects/Perishable Items....................................................................................................6
8.1 Objects/Weapons.............................................................................................................7
8.2 Objects/Armour................................................................................................................7
8.3 Objects/Accessories......................................................................................................... 8
8.4 Objects/Key Items............................................................................................................ 9
8.5 God Elements...................................................................................................................9
8.6 Skills............................................................................................................................... 11
8.7 Magic.............................................................................................................................. 12
9. Characters........................................................................................................................ 14
9.1 PC............................................................................................................................... 14
9.2 NPC/Sidekick 1........................................................................................................... 14
9.3 NPC/Sidekick 2........................................................................................................... 15
9.4 NPC/Sidekick 3........................................................................................................... 15
9.5 NPC/The Princess......................................................................................................16
9.6 NPC/The Demon King................................................................................................16
10. Game Structure and Gameplay Overview......................................................................18
10.1 Story/Gameplay Matrix Main Story...........................................................................18
11. Rules.............................................................................................................................. 24
11.1 World Rules.............................................................................................................. 24
11.2 Item/Equipment/Magic/Skills Rules...........................................................................25
11.3 Character Rules........................................................................................................26
12. Controls.......................................................................................................................... 27
13. User Interface................................................................................................................. 30
14. Production Report.......................................................................................................... 38
14.1 Planning and Development of the Prototype.............................................................38
14.2 Play test Results.......................................................................................................41
14.3 Changes to implementation requirements and schedule...........................................43
References........................................................................................................................... 45
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Appendices.......................................................................................................................... 46
Appendix A....................................................................................................................... 46
Appendix B....................................................................................................................... 46
Appendix C....................................................................................................................... 47
Appendix D....................................................................................................................... 47
Appendix E....................................................................................................................... 48
Appendix F....................................................................................................................... 48
Appendix G....................................................................................................................... 49
Appendix H....................................................................................................................... 50
Appendix I......................................................................................................................... 51
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1. Introduction
The Legend of Ramayana is an action-platforming RPG based on the Indian Sanskrit epic ‘Ramayana’.
The intended platform for the game is Sony’s handheld PSP games system and takes place over a
mythical India as told of in the story. It stars the character of Rama who is on a quest to save his wife
who has been kidnapped by the demon king Ravana. On this quest he will encounter various
enemies and friends that will hinder and help him in his journey.
2. Description
You take control of Rama, the mythical prince of Ayodhya as his kingdom is besieged by the evil
demon king Ravana. While fighting to defend your homeland your brother Lakshmana tells you that
Ravana has kidnapped your wife Sita. As you attempt to battle through the hordes of enemies you
see Ravana and Sita flying above. Your wife looks down and throws her ruby pendant to Rama as
they fly into the distance. The enemies disappear in black mist leaving you and your broken
kingdom. With Lakshmana by your side, you vow to go on a quest to rescue your wife.
During your quest you must locate the colossus rubies that will restore Sita’s pendant and guide you
in the right direction to Ravana’s hidden kingdom. You must travel through locales such as the desert
city of Kosala, Vindhya Mountains and the Dandaka forest. Each level has its unique breed of
demons and challenging obstacles that you have to overcome in order to progress. You’ll also get
the chance to recruit companions on your journey who bring with them new powers and knowledge
in your quest to find the hidden city of Lanka where Ravana waits your arrival.
3. Target Audience
The intended target audience for this game will be people aged 8-25. Younger people will find the
game engaging because of its easy playability and colourful cell-shaded graphics. It should also
appeal to the older gamer as well because of the interesting story and fun battle system. This target
audience includes both male and females because not only should the fact that it is a casual game be
engaging but it also appeals to people because the story is based on Indian culture and history.
4. Genre
The genre of this game that would best describe it would be a third-person, action platforming RPG.
By third person we mean that the camera would be positioned at the slightly elevated 45º angle
focused on the back of the player so you are able to see a short distance in front of them.
The action element would come in the form of a game similar to Kingdom Hearts because there
would be an active battle system that would come into play when the character is within a certain
radius of an enemy and they are free to attack and use abilities. The player would also be
accompanied by one team mate at a time that he can switch between if he needs specific abilities.
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The Role playing element would be provided by the fact that you are taking control of a specific
character and through the game you are experience his story as it unfolds as you progress through
the game. There would be common themes that are in keeping with the RPG genre such as having
separate towns and inns, a party system with equip-able armour, abilities etc and an emphasis on
characters and story.
The game is a single player experience and you instruct your partners what to do when they are out
on the field, this element is similar to the Tales of Symphonia system because you can assign them
with specific battle objectives like ‘all out attack’ or ‘focus on healing’.
The levels are in a small sandbox type with multiple levels for each little section such as Vindhya
Mountains where there would be the Vindhya Mountains Piedmont, Trail and finally Precipice. The
towns and cities are a lot different because they are presented as more of a static image (see
appendix A) where the player can guide his cursor along different POI and interact with something
like a weapons shop or an inn. The world map is a large map of a mythical representation of India
according to Rama’s journey (see appendix B) and functions in a similar way to the town system
which akin to a game like Final Fantasy X.
The only online features that the game features are players’ abilities to upload their level completion
stats to a score board and unlock trophies for certain game accomplishments. There will also be
downloadable content available such as extra weapons and costumes, but this is something that can
be added to with the predicted success of the game.
5. Platform/Distribution
Platform
The games intended platform is the handheld PSP device. This system comes with fixed
specifications such as graphical and CPU power that will be easy to stay in sync with by using the PSP
dev kit that is supplied by the parent company. This platform is a cost effective way of making a
game for the Indian market due to the fact that is already an established product and is appealing
for casual gamers due to its handheld nature.
Distribution
The game will be distributed multiple ways:
In large chain supermarkets and media stores
Online via established sites that Sony India have worked with before
Smaller stores both on and offline that make purchase orders
The choice to make the game available in large supermarkets and media stores primarily due to the
fact they get the most market saturation in an offline medium, online sites such as Amazon’s India
outlet and any other online multimedia sites that place order for the product.
The graphical style of the game can best be likened to a game like Tales of Symphonia or Zelda:
Windwaker with its character and world design due to the fact that it has a slightly anime like
character design. This was chosen because it would appeal to children but also it went hand in hand
with the choice to make the rendering style cell-shaded. This will give the game a bright and visually
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appealing look which will work with the bright mythical creatures and levels that the original
Ramayana story has.
Background Music
This would be music that is played while the character is in game levels, battles, on the town and
world interface. Each level and accompanying town would have its own theme of music, e.g. Kosala
being the main royal city would have to have an air of grandeur about it, and this could possibly be
done via the use of horns in its orchestral creation but also with the use of Indian instruments.
Examples:
Battle themes
Boss battles themes
Different level themes
Different town themes
Music that conveys positive, negative, anger sorrow moments in the game
Background Sounds
These are sounds that would play in the background and would mostly be level effects that would
come into effect in certain areas.
Examples:
Wind
Rain
Rivers/waterfalls
Fire
Crowds
Creatures
Sound Effects
Sound effects would cover a large area in the in the game. There are numerous places that they can
and will be used. Areas such as:
Menu
Navigating the system menu with the pointer,
Accepting, going back
Equipping weapons, armour etc
Using items and curative magic
Dropping items
When items cannot be used ‘classic negative buzz’ SE
Town/Map
Navigating the system menu with the pointer,
Accepting, going back
Entering a level
Entering shops and buildings
Points of interest jingles
Field
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8. Objects/Perishable Items
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Soul Drop Brings character back from Shops, chests, item Carried
death with 30%, 50% of life points, battle reward
Soul Max
respectively
Sage Restores characters status Shops, chests, item Carried
from all abnormalities points, battle reward
8.1 Objects/Weapons
8.2 Objects/Armour
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(Rama) Cuirass’ The cuirass is chest armour Shops, chests, item Carried in
that covers the breast. There points, battle reward. equip screen
are various different kinds to Some must have special when used
be acquired, bronze, gold etc objectives met.
(Lakshmana) Toga Even though the toga is quite Shops, chests, item Carried in
thin they are imbued with points, battle reward. equip screen
magical defensive properties. Some must have special when used
Kinds include, lilac, aqua etc objectives met.
(Sugriva) Sherwani This armour was built more for Shops, chests, item Carried in
manoeuvrability and aesthetics points, battle reward. equip screen
than it was to provide proper Some must have special when used
defence. Types include royal objectives met.
and assassins etc.
(Vishvamitra) Aba’s The Aba is a robe that covers Shops, chests, item Carried in
the whole body. They are high points, battle reward. equip screen
in magical resistance but poor Some must have special when used
in physical. Types include, objectives met.
mages, grand etc
(Rama, Lakshmana, These are worn on the arms Shops, chests, item Carried in
Surgriva) Gauntlets and add defence, but can points, battle reward. equip screen
sometimes add/detract from Some must have special when used
agility and weapon mastery as objectives met.
a trade off. Types include, iron,
bronze etc
(Vishvamitra) Bangles The bangles are small charms Shops, chests, item Carried in
that go on mages wrists. They points, battle reward. equip screen
boost magic and evasion stats. Some must have special when used
Types include, jade, gold etc. objectives met.
(Everyone) Sandals These are worn on the feet Shops, chests, item Carried in
and have many different stat points, battle reward. equip screen
boosts. Some increase speed, Some must have special when used
evasion, attack, defence or objectives met.
magic.
8.3 Objects/Accessories
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8.6 Skills
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8.7 Magic
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Lvl1: Splash
Lvl2: Wave
Lvl3: Tsunami
Jade Tome: (Wind) Same applies Shops, chests, item Carried in
points, battle reward. item slot
Lvl1: Gust
Lvl2: Whirlwind
Lvl3: Tornado
Ashen Tome: Same applies Shops, chests, item Carried in
(Lightning) points, battle reward. item slot
Lvl1: Spark
Lvl2: Thunder
Lvl3: Tempest
Cerise Tome: Same applies Shops, chests, item Carried in
(Curative) points, battle reward. item slot
Lvl1: Cure, Heal
Lvl2: Mend
Lvl3: Solacestein
Pallid Tome: (Life) Same applies Shops, chests, item Carried in
points, battle reward. item slot
Lvl1: Revive, Holy
Lvl2: Full Life
Lvl3: Devine
Retribution
Lime Tome: (Poisons) Same applies Shops, chests, item Carried in
points, battle reward. item slot
Lvl1: Sickness
Lvl2: Disease
Lvl3: Plague
Dark Tome: (Evil) Same applies Shops, chests, item Carried in
points, battle reward. item slot
Lvl1: Spite
Lvl2: Malice
Lvl3: Malevolence
Amethyst Tome: Same applies Can be found on the 1st Carried in
(Forbidden non- level of the Underworld item slot
elemental) in a secret area.
Lvl1: Grand Squall
Lvl2: Tempest Flare
Lvl3: Devils Burden
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9. Characters
9.1 PC
Character Name Rama
Appearance He has shoulder length black hair over square angular facial features. His skin
tone is aquamarine with various henna style tattoos over his midriff. He has an
athletic, well toned figure and is round 6ft tall. He wears a golden gauntlets and
matching chest armour with a golden belt buckle and violet sari down to his
calves. He wears golden sandals and has his bow attached to his back. He has
his sword holstered on his left hip and a pouch on his right.
Personality Rama is confident and has experienced a number of adventures before this
one. He speaks eloquently and has served as a diplomatic emissary before. He
has a sharp mind and is very intelligent and shows no fear in front of his
enemies. Sometimes however, his sorrow of his kidnapped wife can blind him
from the truth and enemies.
Capabilities Rama is able to wield a sword and bow masterfully, making him an adept at
both range and close combat. In the beginning he can harness basic magic and
skills but as he progresses to unlock the god elements he can learn more
powerful techniques giving him the edge in battle. He is able to leap of great
distances and run off surfaces such as walls and water thanks to his enchanted
sandals.
Important Stats Starting stats: Lvl 5
HP: 500
KI: 250
KP: 150
Other stats such as ‘atk’, ‘def’ and ‘agl’ level up accordingly with the proper
growth equations and weapons/armour equipped.
9.2 NPC/Sidekick 1
Character Name Lakshmana
Appearance Lakshmana has burgundy shoulder length hair with a golden headband. He has
a large muscular frame, dusty coloured skin and is around 6’5 tall. He wears a
dark red toga top that covers some of his chest. His arms are left bare with
sleeve tattoos on each arm. The bottom half of the toga stops just before his
knees and he wears knee high bound sandals. He uses the ‘Vel’ which was a
mythical trident wielded by the deity Murugan which stands at 7ft.
Personality Being Rama’s younger brother he looks up to him and is always by his side in
times of need. Even though he is quite large and intimidating he is more of a
clumsy gentle giant but when forced to he can become quite ferocious.
Capabilities Lakshmana’s inhuman strength allows him to move objects such as boulders
and collapsed debris in order to help in his brother’s quest. He can launch his
trident over great distances and use it to vault into the air and come crashing
down on his opponent.
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9.3 NPC/Sidekick 2
Character Name Sugriva
Appearance Sugriva is the monkey and has the face of a baboon. He has a thick red scarf
around his neck and accompanying red short sleeved sherwani and short
trousers. He also has many jewels adorning his attire because he is an acclaimed thief.
He is quite short at about 3ft when he is hunched over.
Personality Being the king of a troupe of monkeys’ means that Sugriva has a cheeky and
witty personality. He can be quite sneaky and arrogant at times but is a very
knowledgeable person and can infiltrate almost any location. He agrees to join
Rama after they finally corner him after chasing him through a forest and goes
with them on the one condition that he gets all of Ravana’s gold when they
defeat him. He wields a Shareeravadi which is a large bamboo staff that lends
itself to his agility.
Capabilities Being an adept thief Sugriva can fit into small places in levels and scale areas
where the other characters are not able to. He has the ability to steal from
enemies if he is the assisting character and also has the ability to craft
weapons, swords and accessories.
Important Stats Starting stats: Lvl 20
HP: 1500
KI: 2000
KP:700
Being a thief and also a monkey lends his stats to grow in the more archetypal
direction fitting to the RPG genre. This means that he will has high stats in
evasion, agility and speed but other stats will be lower such as health, defence
and KP.
9.4 NPC/Sidekick 3
Character Name Vishvamitra
Appearance Vishamitra wears the traditional mages cowl tinted in lime green. He has prayer
beads around his neck and is partially bald on top while having a long, white
braided beard. He wears dark sandals and wields the Astra which is a
mythological weapon that can invoke attacks such as flame, or a hail of arrows.
Personality Vishvamitra has spent years in solitude when Rama and his companions wake
him. He has an arrogant personality because of his wealth of knowledge and
has tendency to be quite cantankerous, especially towards Surgriva. He agrees
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to help them because it was originally Ravana who imprisoned him for not
teaching him the secrets of the Astral and gold elements.
Capabilities Vishvamitra specialities lie in the Karmic arts so he is adept with magic and the
like. He can bridge areas once thought inaccessible and change the landscape
of the world around him, proving himself to be a valuable asset. He also comes
with the ability to teach Karmic techniques and can craft new spells and
enchant weapons and armour. One of the biggest talents he imbues is to Rama,
who he teaches to use the god elements, granting him great power.
Important Stats Starting stats: Lvl 30
HP: 2000
KI: 500
KP: 3000
Being the archetypal mage of the plot, Vishvamitra is proficient in magic and
magic resistance. His health, defence and other stats suffer but his abundance
of spells and healing capabilities prove that he is not easily defeated.
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other deities and is a very bitter being. Known for his virility, Ravana had a large
harem of women at his kingdom and tries to seduce Sita.
Capabilities Ravana has many capabilities including the ability to transform multiple
weapons in his sword hand such as blades, axes, javelins depending on the way
he wishes to attack. He can call on hordes of demons at will and control the
elements in his other hand, favouring the lightning bolt. He has amazing
strength and is quite agile for his size.
Important Stats Being the final boss of the game, Ravana’s stats will be very high and the battle
will of course meant to be challenging to the player. He has very high attack,
defense and health points but he has a weakness to the God elements because
they can surpass his defences.
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When thinking about how to best layout my story I referred to Cambell’s The Hero Wtih A Thousand Faces (1949). This helped me to choose the three act
structure that I implemented in the game. For me, this structure started with ‘the call to adventure’ which is where an event happens that makes the hero
take action. In my story this is the arrival of Ravana who kidnaps Sita and Rama must set off on a journey to rescue her. The second act would be the ‘road
of trails’ where the hero must navigate through treacherous environments and obstacles to progress. In this second act he meets the ‘old wise man’ who
enables him to carry on the journey with the power he bestows. The second act ends just before the climax. In the final act, which is ‘the return’ where the
hero has finally defeated him nemesis and can return home triumphant. With the denouement being him restoring his kingdom and a land in peace.
What also helped greatly in the crafting of the games story was Narayan’s ‘The Ramayana: A Shortened Modern Prose Version of the Indian Epic’ (2006)
because this gave me all of the salient points of story that made it easier to implement into the game, events such as meeting Sugriva and travelling through
the Dandaka forest.
1.2. Rama, Lvl1. Find the two crystals to open the magic gate An FMV shows a hail of crystals raining down from the heavens
Chitrakuta Lakshmana blocking their passage. and into different parts of the land. Two of them land in the in
Trail the Chitrakuta trail. Rama decides to investigate this and gets
Lvl2. Two of the villagers children have gone missing
into a sub-boss battle with a crystal keeper. After he defeats it,
Chitrakuta and you have to find them, while also getting the
the crystal breaks and the energy goes into the pendant. The
Town crystals.
pendant then floats around his neck and points in the direction of
Lvl3. The village is being attacked by demons and you another crystal. They figure out that destroying the crystals will
have to save it. (Boss battle) be able to lead them back to Ravana.
Note: After this level each one has 2 crystals in it. You While in this area they must also help two children from the
only fight a boss on the last level of each area. town that have become lost and also thwart a demon attack from
one of Ravana’s generals. With the town saved they can now
enter it.
1.3. Rama, Lvl1. Find and destroy the 2 crystals in the level. With the crystal pointing the way they head towards to the
Sarabhanga Lakshmana Vindhya mountains. Passing through Sarabhanga Plains they find
Lvl2. Demons have been spawning and attacking
Plains that there have been demons attack the wildlife and decide to
wildlife in the area, you need to destroy them and the
put a stop to it. They destroy more crystals and the pendant
Sarabhanga crystals.
around Rama’s neck is able to close the gap to Underworld.
Camp
Lvl3. Rama finds the source of the demons, a hole
In the village they learn of an old sage who is supposed to live in
coming up from Underworld and he needs to defeat a
Dandaka Forest who could help them out. They continue
large demon. (Boss battle)
onwards.
1.4. Vindhya Rama, Lvl1. Vindhya’s Base Rama makes it from the Sarabhanga Plains to the Vindhya
Mountains Lakshmana mountain range which he needs to pass through to reach
Rama must find a way to stop the falling boulders by
Dandaka forest. The mountain range is full of traps and demons
defeating the demons along the mountains ridge.
that they must navigate through on their way to the top.
Lvl2. Vindhya’s Heart
At the mountains summit they meet a large demonic general that
Rama must destroy 4 demons guarding spawn points. they have to defeat. After they defeat him he tells them of how
Lvl3. Vindhya’s Face Ravana once tried to get the mages help but he refused so he
imprisoned him in a magical tomb. They carry on disheartened.
Rama must find the 2 switches that will open up the
path to the mountains summit. End of act 1
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2.3 Rama, Lvl1. They must navigate through a crowded market They arrive in the market town where they attempt to track
Kishkindha Lakshmana, place and follow Sugriva down Sugriva. After interacting with town’s people they go to a
Vishvamitra nearby Inn to find him gambling. They attempt to talk to him but
Sugriva’s Lvl2. They follow him into the slums; they must find
he recognises Vishvamitra and runs off.
Manse Lvl3. Sugriva the entrance to the thieves’ guild.
joins They must chase him through the town and into the slums area
Lvl3. A demon comes forth within the guild’s treasury
where they chase him to his thieves’ guild headquarters. In there
and Sugriva agrees to help them. They must fight the
they chase him to the treasury where a demon rises. In exchange
demon. (Boss Battle)
for helping him battle the demon so it can’t steal his treasure he
agrees to help him break into Lanka.
2.4 Rama, Lvl1. Destroy the 2 crystals The team must cross through the Mahishaka Glades so they can
Mahishaka Lakshmana, get to the area of Pandya and signal for the Kosalan army to
Lvl2. Unblock the multiple waterfalls to cross the lakes
Glades Vishvamitra, come down and build the bridge to Sri-lanka.
by using various teammates’ abilities.
Sugriva
Mashishapuri In the glades they find that the area is being polluted by a demon
Lvl3. Defeat the monster in the elemental glade that is
Village from Underworld. They must help unblock the waterfalls and
poisoning in the area.
destroy the demon to help the inhabitants of Mashishapuri
Village.
2.5 Madura Rama, Lvl1. Help secure the sea cliffs so they can support the You arrive at the sea cliffs and have to make preparations for
Sea cliffs Lakshmana, building of a bridge. when your army come down. To do this you first have to help the
Vishvamitra, sea front cliff from crumbling by using your magic and other
Madura Lake Lvl2. Acquire all the necessary supplies to use to build
Sugriva abilities.
Front the bridge.
When this is done you must find the necessary materials that
Lvl3. Defeat a wave of enemies that fly over to attack
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the workers. (Boss Battle) your workers can use to start construction of the bridge. As they
are building are horde of enemies start attacking the village and
workers, you hurry to defend them and have to fight off a large
demon general that appears.
When you secure the village and workers, work can resume and
the bridge is built.
End of Act 2
Act 3. Rama, Lvl1. Fight through enemies to get through to the The team manage to get the Kosalan army across the bridge and
Lakshmana, numerous commanders and give them their orders. make a camp outside the city. The plan it put in motion that they
3.1 Sinhala
Vishvamitra, should help create a distraction so that Rama and his companions
Lvl2. Keep enemies at bay while the siege weapons are
Sinhala Camp Sugriva can slip by unnoticed in the chaos.
prepared.
Rama helps his army out as much as he can but has to make the
Lvl3. Help a unit storm the gate and buy yourselves
most of the time and sneak into the great city.
sometime to sneak in through another entrance. (Boss
Battle)
Note: After the demonic general is defeated at Sinhala,
Underworld opens up because they are all defeated.
This allows the player to enter Underworld if they
wish.
3.2 Lanka Rama, Lvl1. Destroy the crystals and the devices that are The team arrive in the land of Lanka and can see the castle in the
Outskirts Lakshmana, spawning the demon armies. distance. They need to help the armies advance by destroying all
Vishvamitra, the devices that are controlling the castles attack and defences so
Lvl2. Destroy the statues that are controlling the
Sugriva they have an advantage.
castles defences.
They finally have to defeat the gate guardian that is stopping
Lvl3. Destroy the device that is stopping the entrance
them from getting into Ravana’s castle.
guardian so the armies can come in. (Boss Battle)
3.3 Lanka Rama, Lvl1. The Ward The team arrive at the final hurdle before they face Ravana. They
Castle Lakshmana, have to make their way through various rooms of the castle,
Destroy the crystals and solve the puzzle to get into the
Vishvamitra, solving puzzles and fighting enemies as they progress until they
next room.
Sugriva finally reach the throne room where Ravana is waiting for them.
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Lvl2. The Mezzanine After they defeat Ravana the castle starts to crumble and begins
to sink into the ground. Sita begins to fall into the pit and Ravana
Fight your way through the level to get through the
has to save her. He tells the others to get out while they can and
flights of stairs.
they reluctantly escape.
Lvl3. The Antechamber
The team wait outside as the castle is eaten up by the ground.
Solve another puzzle to unlock the throne room and They assume Rama has died but he ends up flying out of the
fight a mini-boss battle. ground on the same beast that originally held Ravana as he stole
Lvl4. The Throne Room his wife.
You must face off with Ravana and defeat him in order Victorious the team can return to their respective homes as
to save your wife and return order to the realm. Rama plans to rebuild his kingdom.
0.1 Rama, Lvl1. The team must solve puzzles and battle enemies Underworld is an extra level that has nothing to do with the story
Underworld Lakshmana, to get to the next level. and is just for fun and prizes.
Vishvamitra,
Lvl2. In this level they team must fight random bosses
Sugriva
from the game so far who are super powered to reach
the end.
Lvl3. The team must fight an ultimate boss who is the
hardest in the game to win a prize.
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11. Rules
11.1 World Rules
When deciding what rules I would need to include in the game I first thought of having just one
section where this could be explained. However, after reading a section on rules in Fullerton’s
Games Design Workshop(2008) I came to the realisation that there are many nuances to rules and
many different sub-sets I had to think about. Fullerton states
‘When you are designing rules, as when you are designing procedures, it’s important to think of
them in relation to your players.’ (Fullerton, 2008)
When designing the rules I planned to make them as clear and understandable as I possibly could.
NOTE: The pause menu is always accessible regardless of the characters whereabouts in game,
although its options differ in certain areas.
Pause Menu
Continue
Quit Game
-Return to title
-Quit game
Quit Level (only applicable to Field menu once level has been completed once)
Skip FMV (only applicable when an FMV is playing)
Save State (only applicable on the Field menu, saves the game and then turns off the PSP,
the player can later continue but the save disappears)
Field
When the player is on the field they can run around an access their menu
They cannot attack while on the field
They can jump and use players abilities and their own
They can access the menu
They can only save at the save point located in each level
They can use items
You can only see an area of the map when you’ve explored it
Player will die if they fall off a ledge or into something that detracts health
They slow down when swimming, a windy area or a swamp
They speed up when wind is blowing them in a direction
To complete the levels after the 1st they must destroy 2 crystals in each level
Battle
The Legend of Ramayana Peter Ingham
Town/World Map
Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes
Field/Battle/World
Field
Rama is always on the screen apart from when an ability is used
When a ability is used border encompasses the screen with the characters assigned colour
and the avatar changes to them
Players cannot die while in the ability mini-game, only fail in which they have to start again
Players will get into battles when they are within a certain radius of the enemy and they spot
them
Players can die when jumping of the edge of the level or lose all their HP in a trap
If you die then you will have to reload from your last save point
The player is able to jump from surface to surface
The player can swim
The player can climb up rope, ladders, vines etc
Players equipping weapons, armour, accessories etc stats will change accordingly
Battle
Main Character
He is the only one who can use God Elements
Only one God Element (and its attacks/stat boosts) can be equipped at a time
Can freely cycle through the God Elements (using the controls)
If he dies he must restart from the last save point used
Secondary Characters
If a character dies and the battle ends they receive no exp or skill/magic restoration
If a character dies they can be revived
If they die they will automatically switched to a live one
All Characters
Learn magic at varying speeds e.g. it would take Vishvamitra 50 casts of fire to level it up
where as it would take Lakshmana 100 casts because he is less adept.
Everyone’s skills increase by level, e.g. at lvl10 Rama would learn Precision Shot for his
secondary weapon
Can freely cycle (using the controls) through their skills and magic
Everyone levels up at the same rate e.g. all need 1000 exp to level 12
After a battle all players regain as percentage of KI and KP
Stats are relative the skill and magic damage e.g. ( Precision shot = 1.5 of attack)
The Legend of Ramayana Peter Ingham
Town/World Map
There is no avatar on screen only the small pointer
Players cannot die when in the town or world map
The player can heal themselves and purchase things
They can interact with people via the menus
12. Controls
selected
The Legend of Ramayana Peter Ingham
The Legend of Ramayana Peter Ingham
Battle Interface
(See appendix C for larger screenshot)
When a battle commences the camera dips in closer giving a more in-depth view of the fight.
1-3. Rama’s selected skills appear on the bottom left of the screen complete with their
corresponding colours.
4. A small banner appears at the top of the screen to let the player know that they are in battle
mode.
5. The map is still displayed in the top right hand corner of the screen
7. The health HUD appears with a picture of Rama in its centre
8. Rama’s experience bar is on the bottom right with his current level at the top
6. The supporting character is displayed in a small circle which shows their current HP, KI and KP
9-10. Rama’s primary and secondary weapons are shown just below the health sphere
11-12. Just to the left of the health sphere are his KI and KP, which will grow over time
13. The enemy currently targeted has a small arrow over their heads
The Legend of Ramayana Peter Ingham
The Legend of Ramayana Peter Ingham
Menu interface
Basic options
(See appendix D, E or F for larger screenshots)
There are a number of options on the menu screen that stay the same throughout
Journal
(See appendix E for larger screenshot)
1. Missions: The player can check their mission status and objectives/sub-objectives
2. Story Events: The player can catch up on the story so far
3. Levels: The player can look at the level they are on and previous ones which show the
percentage complete and other stats such as rupees collected, monsters killed etc
4. Characters: The player can find info on characters in the game, monsters and NPC’s
5. Map: The player can review the map of the level and the world map
6. Help: The player can look at tutorials and info on how menus and mechanics work
The Legend of Ramayana Peter Ingham
Neutral menu
(See appendix D for larger screenshot)
This is the menu that appears when the player opens the menu it displays:
Party Menu
1. The player can get an in-depth look at each characters current status including their HP, KI, and
KP.
2. They can also look at their current equipment and how it affects their stats
3. They can look at individual stats
4. The can look at the experience needed to next level up
The Legend of Ramayana Peter Ingham
Field Interface
(See Appendix G for larger screenshot)
1. Ruby’s collected: Slides into screen when the player collects ruby’s in stage
2. Rupees collected: Slides into screen when the player finds money
3. Items collected: Slides into screen when the player finds an item
4. Health metre: Slides into screen when the player takes damage
5. Sidekick metre: Shows the sidekick currently with the player so they can use their abilities
6. Mini-map: Always onscreen but can be enlarged with the d-pad
7. Large ruby’s destroyed: Slides into screen when a player destroys a large ruby
The Legend of Ramayana Peter Ingham
Town Interface
(See appendix A for larger screenshot)
5. Item/weapons shop etc: The player can purchase things from many shops. They can also sell
items they don’t want. Visit the junk shop to find materials for creating
weapons/armour/accessories and call also use the talk function to gain information.
The Legend of Ramayana Peter Ingham
6. Inns: Here the player can rest, buy perishable items and talk to people
7. POI: Points of interest are places that may help to forward the story or just have a scene to
watch such as statues and houses
8. Next Area: These are arrows that allow the player to move to another section of town
9. Info: This is displayed at the bottom of the screen and gives info on the what the player has
selected
World Map Interface
(See appendix B for larger screenshot)
1. Explore Area The player can explore the selected level and
choose to play one of the stages.
Save/Load The player can save and load anytime, and alter
the auto-save function.
2. Select Level: Here the player can select the level they want to play when they have selected a
location to visit.
The Legend of Ramayana Peter Ingham
When approaching the prototype of an RPG game there were a few hurdles that I had to overcome
because the game experience is a very active one with different modes and function. To make an
effective prototype I consulted Fullerton’s Games Design Workshop again. This helped me to
effectively go about designing my paper based prototype.
Fullerton states that with a prototype you are ‘...simply trying to formalize your ideas or isolate
issues so that you can figure out what works...’(Fullerton, 2008:175) and this became very evident by
the time the testing had been complete which was very useful. With help from the book I decided to
create my level digitally and then implement a grid system with accompanying rule handbook that
could be used for ease.
To design a level that had features that would help bring about the best platforming experience I
looked at games such as Spyro the Dragon, Prince of Persia and Kingdom hearts. These were games
that at their heart were platforming games but also had elements of battle and adventure. In order
to help me and made a checklist of what I thought my prototype should have in it.
Expansive level with many places to explore
The level should be in keeping with its main setting e.g. forest
Easy to navigate but with the element of fore thinking in order to effectively traverse it
Making sure the player would be able to use all their abilities in interesting
Enemies should spaced about and not clustered together
There should be the ‘want’ of the player to explore all of the level
With these things in mind it came time to construct a rough sketch of the level that I would design. I
decided that I would use the Dandaka Forest level of my game because it was quite a way into the
game and the test could see how various abilities and battle skills could function.
(See Appendix H for sketch)
After I had a sketch of the level drawn I decided that an effective way to make the level look
distinguishable and aesthetically pleasing was to construct a digital layout using a sprite template.
This would allow me to easily place key level elements such as Crystals, enemies and treasure chests.
Allowances that had to be made
When creating the paper prototype there were a number of game elements that I removed because
it would have been too difficult to recreate them in a paper prototype.
The wall jump ability
Switching different characters in battle
Abilities
Switching different magic and skills
Getting new armour and equipment
The save point was taken out because the game would be quite short
The Legend of Ramayana Peter Ingham
With the level constructed, I chose to use a small counter as the player and dice to decide a number
of game aspects such as:
The player starts the level where the arrow is at the lower section of the screen.
Field Section
Actions How To
Movement Player rolls the dice and can move double that
amount across the grid
Jumping Player can jump over 2 squares, this does not
detract from your movement number
Battles If the player is within a 1 square radius of an
enemy they will attack
Swimming Players movement rate will be halved
Interaction Player must be within one square of a crystal or
chest
Crystal Interaction Whenever a player interacts with a crystal they
initiate a battle with a ‘Crystal Keeper’
Save Crystal (Pink crystal) When the player interacts they can save their
game and restore their health
Chest Interactions When a player interacts with a chest they must
The Legend of Ramayana Peter Ingham
Battle Section
When battle is initiated the turn based system will go RAMA>SECONDARY CHARACTER>ENEMY until
the enemy is dead or Rama is KO’d.
The character chooses which move they want to use from the list and then rolls accordingly. If the
attack misses then it moves on to the next player in line and does no damage.
Rama
Normal Attack Roll > 2
Skill Roll > 3
Magic Roll > 3
God Element Roll > 4
Lakshmana
Normal Attack Roll > 2
Skill Roll > 3
Magic Roll > 3
Normal Enemies
Normal Attack Roll > 3
Crystal Keeper
Normal Attack Roll <>1-4
Magic Breath* Roll <>5-6
Boss
Normal Attack Roll <>1-2
Skill* Roll <>3-4
Magic* Roll<> 5-6
*If the enemy has used all their KP or KI up then their skill/magical attack will fail but their normal
still works
The Legend of Ramayana Peter Ingham
To also accompany the player while they were playing the game there would be:
Player status table where they could mark things such as HP, KP and KI and showed their
abilities
Normal enemy status, attacks and HP table
The boss’s status, attack and HP table
Sidekicks status table with all their skills, abilities etc
An item table they could fill in as they collected things
A checklist where they could tick of crystals destroyed
(Appendix I for all relevant lists)
Make the crystals in the game act like defence barriers to the ‘final area’ of the level so they
had to be destroyed before the player could fight it; this also gave the player more incentive
to explore the level.
Problem: Enemies and objectives in the level were too hard to distinguish
This problem refers to the icons of enemies and items in the game prototype. People said they had a
hard time seeing them on the paper because they were slightly cut off.
Solution
To remedy this problem I chose to:
Took the icons out from within the sprite level and replaced them with full sprite characters
as seen in the levels 2nd iteration.
I have chosen not to change the way that my game would be made because I still believe that it is
possible and practical to be made for a handheld system. When I looked at the features in my game
and wondered how they might be successfully condensed into such a small package I only had to
look at other such games in the handheld market such as Monster Hunter and Final Fantasy Crisis
Core.
When examining the games schedule and the people that would be employed for its production I
felt that all the necessary elements with their and chose not to change them. The games schedule, I
feel is still practical and I made it originally thinking to mark down the most time that believed it
would take.
The Legend of Ramayana Peter Ingham
References
Appendices
Appendix A
Appendix B
The Legend of Ramayana Peter Ingham
The Legend of Ramayana Peter Ingham
Appendix C
Appendix D
The Legend of Ramayana Peter Ingham
Appendix E
Appendix F
The Legend of Ramayana Peter Ingham
Appendix G
The Legend of Ramayana Peter Ingham
Appendix H
The Legend of Ramayana Peter Ingham
Appendix I
(attached with game)