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**Game Design Document: Character Model, Level Sketch & Logic Pseudocode** --- ## 1. Project Overview * **Working Title**: *Echoes of Aether* * **Genre**: Action-Adventure / Metroidvania * **Platform**: PC & Consoles * **Core Hook**: Explore floating ruins, unlock magical abilities, and overcome guardians to restore balance in the realm of Aether. --- ## 2. Character Model Plan ### 2.1. Protagonist: Aerius, the Aether Seeker | Aspect | Details | | ------------------------ | ----------------------------------- | | **Role** | Agile explorer with elemental magic | | **Silhouette** | Lean, dynamic pose; flowing cloak | | **Silhouette Keywords** | Wind-swept, angular, athletic | | **Height & Proportions** | 1.8m tall; long limbs, light torso | #### 2.1.1. Backstory & Personality * **Origin**: Born in a village beneath the floating isles; chosen by the Wind Spirit. * **Motivation**: Retrieve lost Aether Crystals to save the sinking world. * **Personality Traits**: Curious, determined, empathetic, quick-witted. #### 2.1.2. Abilities & Progression 1. **Gust Dash**: Short, fast dash maneuver (unlocked at start). 2. **Zephyr Blade**: Wind-infused melee attack (mid-tier upgrade). 3. **Storm Leap**: Double jump with air control (requires two Aether Crystals). 4. **Cyclone Barrier**: Defensive shield (endgame ability). #### 2.1.3. Art Direction & Technical Notes * **Style**: Stylized semi-realistic; painterly textures. * **Key Colors**: Sky blue, white, pale gold accents. * **Texture Resolution**: 2K base, 4K hero shot renders. * **Polygon Budget**: \~12k tris for in-game, \~30k for cinematics. * **Animation Requirements**: 15 core locomotion cycles + 8 ability VFX. --- ## 3. Level Design Sketch (Sky Ruins of Seraphis) ### 3.1. Macro Layout ``` [ Wind Gate ] | [ Courtyard ] / \ <— two branching paths [ East Wing ] [ West Wing ] \ / [ Central Chamber ] —> Boss Arena ``` ### 3.2. Flow & Pacing 1. **Entry / Tutorial** (Wind Gate): Introduce basic movement & Gust Dash. 2. **Exploration Loop** (Courtyard → Wings): Reward backtracking with hidden caches. 3. **Mini-Puzzles** (east wing): Pressure plates that require Storm Leap and Zephyr Blade. 4. **Combat Encounters** (west wing): Wind elementals + air gust turrets. 5. **Boss Prep Zone** (Central Chamber): Regain health, ammo, story beats. 6. **Boss Arena**: Multi-phase fight against Seraphis Guardian. ### 3.3. Environmental & Visual Themes * Floating stone platforms over clouds. * Collapsing ruins, windmills, drifting banners. * Ambient audio: distant wind chimes, creaking metal. --- ## 4. Game Logic Pseudocode ### 4.1. Player Movement & Abilities ```pseudocode function Player.update(deltaTime): handleInput() applyGravity() if input.dashPressed and canDash: startDash() # Gust Dash behavior if input.jumpPressed and isGrounded: velocity.y = jumpForce if ability == 'StormLeap' and doubleJumpAvailable: performDoubleJump() moveCharacter(velocity * deltaTime) ``` ### 4.2. Enemy AI (Wind Elemental) ```pseudocode state = 'Patrol' function Elemental.update(deltaTime): switch(state): case 'Patrol': moveAlongPatrolPath() if detectPlayer(): state = 'Chase' case 'Chase': chasePlayer() if inAttackRange(): state = 'Attack' if lostSight(): state = 'Patrol' case 'Attack': playWindSlashAnimation() dealDamageToPlayer() state = 'Chase' ``` ### 4.3. Level Progress & Checkpoints ```pseudocode onCheckpointReached(checkpointID): savePlayerState() saveCollectedCrystals() onPlayerDeath(): restoreState(lastCheckpoint) respawnPlayer() ``` ### 4.4. Boss Encounter Logic ```pseudocode bossPhase = 1 onBossSpawn(): bossPhase = 1 function Boss.update(deltaTime): if bossPhase == 1: if boss.health < 70%: bossPhase = 2 if bossPhase == 2: activateCycloneAttackPattern() if boss.health < 30%: bossPhase = 3 if bossPhase == 3: unleashFinalGaleStrike() ``` --- *This document provides a foundational blueprint to develop character assets, sketch out the first major level, and implement core gameplay logic. From here, each section can be iterated upon with detailed art boards, refined level blockouts, and production-ready code modules.*

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