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Game:Ruin Hunters
Platform:PC

*How to play/Rules
The game has 4 modes of play.  This section explains how each mode is played.

Basic game rules-
Players in Ruin Hunters do not have health.  To "frag" or kill a player, you must knock them into a hazard, such as a pit.  Each weapon in the game, does a different amount of knock back damage.  There is however one weapon that can kill an opponent without knocking them into a hazard.  The weapon is the Void book(purple) which can fire a blast that will instantly kill an oppenent, the book can also be used as an instant kill mine.  These basic rules apply to all game modes.

"Death match"-
The object of the deathmatch game mode is to amass a certain number of "frags".  "Frags" are gained when you knock an oppenent into a hazard and they die.  If you suicide, a "frag" is taken away from your score.  Gameplay continues as such until a player reaches the alotted number of "Frags" or time expires. 
              
"Horde"-
This game is a variation of "capture the flag".  Players are divided into two teams.  The teams spwan at seperate bases.  A base is a designated area of the map, with a treasure chest.  
The object of the game is to make it to the opposing team's chest and steal gold.  Each player can hold one gold piece at a time.  The gold must then be returned to your team's chest.  If a player dies while returning the gold, the gold amount is returned to the chest it was taken from.  
To win, your team must have the most gold in your chest before time expires, or reach a set number of gold pieces.  

"Treasure Run"-
"Treasure run"  is a frantic game that has players hauling around the maps trying to accumulate the most amount of gold during a set duration of time.  The emphasis in this mode is speed and manuverbility.  the gold spawns in random order, so players will not be able to memorize the spawns or "camp" at a spawn entity. 

"King o' the Hill"-
the object of this game is to maintain your position in a set location of the map for a specific duration of time.  For each intreval of the set time that elapses, you will recieve 3 points.  Killing the king is worth 1 point.  Only one character can be the king. When tow or more characters are in the hill area, only the king recieves points.  The player that defeats the king then becomes the new king.   

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-- Control --
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The game will be playable from two views.  First-person and third-person over the shoulder, we are offering two choices, because the average computer gamer is accustomed to FPS and will be able to pick the game up quite quickly.  For console gamers and the possiblity of porting the game to console systems, we will have the third-person view.  The default view will however be thirdperson.  

The controls will be fully configurable by the user.  The standard controls however will be:
mouse=look/aim/turn
left mouse button=fire 1
right mouse button=alternate fire (all weapons have two fire functions)
mouse wheel=change weapons up/down
Movement-
up=w or up arrow
strafe left=a
strafe right=d    
strafe back=s
jump=space bar
*The player can jump two characters high, and 3 players far.  If the player is running or dashing, they will jump farther accordingly.
dash=r
~=toggle views

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-- Binds --
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/bind r "button+5"  for dash

/bind mouse2 "button+6" for alternate fire

Weapons-
When you start the game, you begin with only 10 Regular bombs.  All other weapons must be found in the map.  Weapons spawn in set locations in different time increments (every few seconds, according to the specific weapon).  After a player dies, they lose all the weapons they previously had when they respawn.


5 bomb types-
Bombs are the most common weapon used and found through out the game.


regular bomb (purple)
-standard weapon that player spawns with. alt fire bounce bomb
The player spawns with 10 regular bombs.  Regular bombs are also very common in each map.  Each additional bomb you pick up adds 5 to your ammo.  You can only carry 25 regular bombs.

fire bomb (red w/yellow !)
-causes oppenets to lose control and speed up. alt fire bounce
Fire bombs are moderately rare, and are picked up increments of 3.  You can only carry a total of 10 fire bombs.

smart bomb (green)
-heat seeker. alt fire is a proxy bomb 
Smart bombs are moderately rare, and are picked up in increments of 3.  You can carry a total of 10 smart bombs.

icebomb (blue w/snowflake)
-freezes opponent for two seconds. alt fire bounce
Ice bombs are moderately rare, and are picked up in increments of 2.  You can carry a total of 5 bombs. 

big momma (black w/skull and crossbones)
-huge knock back damage alt fire bounce
Big momma bombs are rare, and are picked up in increments of 2.  You can carry a total of 5 big momma bombs.


3 Hand to Hand weapons-
Hand to hand weaposn are useful for when you are out of projectile weapons, or if you want to catch an opponent of guard.

sword-knocks oppenents sideways
The sword is an excellent way to sweep opponents out of the way in long corridors.  When there are only pits on the side, this is the weapon you want to be using.  The sword is light, and can be used quickly.
The sword has no ammo limit, and is moderately rare.

wooden hammer-knocks opponents backwards and up
Hamers are a great help when low on ammo, or busting up a small room of players.  hammers also can help advanced players pop an opponent up into the air where they can be hit again to obtain a combo.  The wooden hammer is just a little bit slower to use than the sword.  The wooden hammer has no ammo and is common.  

metal hammer-
The metal hammer is a stronger version of the wood hammer.  The increase in power also means an increase in weight.  The metal hammer is slow to attack with, but the attack is powerful enough to give reason to use it.  The metal hammer is useful when attack plaers who are distracted fighting other opponents.  
The metal hammer is moderatley rare.  

4 magic books-
Each magic book has 100 magic points when it is picked up.  Each magic attack subtracts magic points from that book.  Collecting the same book twice replenishes the books power back to 100mp.
The magic is held in the palm of the players hand, and the magic is fired or summoned from the open pages of the book.

fire book(red)
-shoots fireballs (1mp) 
alt. fire thrown on the ground (50mp).  The open book then acts as a proximity turret, spraying opponents that get within a certain range.  The fire book can can shoot in 360 degrees in this mode.


void book(purple)
-shoots large instant death ray (50mp). 
alt fire thrown like a mine, creates an instant death black hole (50mp).

wind book(blue)-Shoots a tornado from the pages of the book.  The tornado goes straight, and moves along the surface of the platform.  The tornado can fall into pits.  The tornado will suck any nearby projectiles or players and throw them out at a 45 degree angle (25mp) 
alt. fire fires three tornadoes at once (75mp).

force book(green)
-creates a large sphere of potection around the player.  The sphere will make projectiles bounce off.  Players using the force sphere can not attack, but they can pick up weapons and power-ups.  the player will die if they touch any trigger hurt entity.  The void book is the only weapon capable of killing a player that is using the force sphere.  Invincibility for 5 seconds (50mp).


3 Runes/power-ups
defense-increases players weight
speed-increases speed
3x damage-multiplies your weapons damage by 3


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-- Interactive objects in maps --
---------------------------------

Triger_hurt entites-
A trigger_hurt entity is any object in the map that is capable of killing the player. This is the most important interactive element in the game, since all gameplay relies upon it.  The entity is an invisble be of geometry placed next to or ontop of hazards with in the maps.
Here is a list of possible trigger_hurt entities:
water
lava
spikes
a bottomless pit
grass 
So, basically anything can be a trigger_hurt, as long as it looks like it it is out of the area of play or dangerous.  When creating a trap, always remember to give the player fair warning of its presence.  Traps should be indicated by a change in texture color, or damage around the area, or even sounds. 

Lifts-
lifts are found in various maps throughout the game.  You can ride one to higher areas in the map.  Lifts ar cpabale of moving horizontally or vertically, and do not need to be attached to anthing to operate (i.e. floating platforms). Lifts are constantly moving, and do not require any buttons to be pressed.  If a lift lowers onto the head of a player, or squishes a player against and object, the player stop the movement of the device. 

Extending platforms-
Extendable platforms, pretty self explanitory here ^_^.  The player will run faster if the run the same direction that the platform is moving, and slower if running against the direction of movement.  If the player stops on the platform, the will follow with the movement of the platform.

Jump pads-
Jump pads are peices of geometry that launch the player through the air to a predetermined area.  The launch pad can be designed to appear as a magic looking platform or a campfire.  Consistancy throughout the level is important however.

Teleporters-   
Teleporters transfer the player to a distant destination in a second. Teleporters are represented by glowing red rings on the ground, encircled by blue, floating, particles.

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-- Credits: --
--------------

Casey Holtz 
Lead Design 
Level design
Character design
Modeling 
Texturing

Eric berndston 
Design
Code 

Pen-pen 
Mapping
Level design
Animation
Character setup


Alex Darby AKA Toothrot
Mapping 
Modeling 
Texturing
Animation 
Character setup
Website PHP and Forum

Andrew darby AKA Ten_prick
Level design
Mapping
Texturing
Website

MadAlien 
Texture Artist
music

Eric Pierce
Character animation

Rick Newton AKA Neuro toxin
Modeling
Skinning
Texturing

Goatman
Modeling

Thanks to
SumFuka, AssKicka, and Chris Hilton
for their code tutorials 