recursal/Fanatic-Fandom huggingface dataset:
Drugs & Medication

Narcotics

Medicine

**Analgine**

Analgine is the standard 25th century painkiller, a synthetic opiate with fewer side effects than morphine and little physiological risk of addiction. One dose gives High Pain Threshold and Drowsy afflictions for 4 hours. Can be consumed as a pill (takes 30 minutes to take effect) or injection (takes effect instantly).

**Hypercoagulin**

Hypercoagulin is a rapid blood clotting drug used to immediately stop bleeding. When injected or applied via bandage, bleeding stops in 1d+4 seconds. For each additional injection dose within 24 hours, roll against HT at -1 per doubling of dosage; on a failure, internal blood clots cause a stroke or heart attack. While occasionally used for murder, modern forensic technology can identify hypercoagulin in the system.

**Ursaline**

Ursaline is a cocktail of nutrients, bone density enhancers, and muscle fatigue inhibitors. Humans who grow up in low-gravity environments must take regular injections (weekly on Luna, Io, and Pluto, monthly on Mars) to avoid growing up in such an atrophied state that they become totally incapable of survival in higher gravity, while humans who grew up under regular gravity on Earth, a space station, or Venus must take weekly injections or exercise 2 hours a day if they plan a long stay in these locations to avoid muscle and bone degradation from the lack of gravity.
Space sectors

## Description

Our game will contain three procedurally generated sectors that the player can traverse through on space. Each sector will contain three enemy spaceships and a space shop.

## Functionallity

- Game starts on the first sector -

Three enemy spaceships are spawned

- Player either boards an enemy spaceship or moves to the next sector
Pots

Pots are a key element of any garden. They allow you to plant and grow various types of flowers and make money. As you progress, more and more pots become available, starting with the round pot at level 2. Different types of pots have no effect on the growth of flowers and, as such, are purely there for aesthetic reasons. All the different types cost the same, and the price scales with the number purchased (e.x pot 1 costs $5, pot 100 costs 1.53aa).

## Unlock Levels

Different types of pots are unlocked at different levels. This section details which pots are unlocked at which levels
Laramie Industries Quick-Draw

**Laramie Industries Quick-Draw (9mm RPK)**

The Laramie Industries Quick-Draw is a self-defense revolver designed for the fastest possible deployment. It fires in double-action only with an internal hammer, and controversially has no trigger guard. While this allows for faster drawing (+1 to Fast-Draw), it also makes it potentially dangerous due to the risk of accidental discharge.

The onboard battery holds enough energy to fire 60 shots.

Damage: 3d pi

Accuracy: 2

Range: 240/2800

Weight: 1.4/0.1

Rate of Fire: 3

Shots: 6(2i)

Strength: 9

Bulk: -1

Recoil: 2

LC: 3

Cost: $450/$2
Taylor-Class Freighter

**Taylor-Class Freighter**

The Taylor-Class is a common freighter design produced from 2400 until 2425. While out of production for decades, these workhouses are still a common sight around space due to their cheap price (especially on the used ship market) and easily modified design.

Like many other ships, most decks of a Taylor-Class are stacked over the engines to allow for the thrust to provide artificial gravity; the ship normally flies "top-first" with separate engines mounted on the "bottom". Because the freighter is small enough to make planetary landings, the cockpit module can rotate 90 degrees to assume a more traditional orientation for flight under gravity; the poor aerodynamic shape gives it very poor atmospheric maneuverability, only suitable for making VTOL takeoff and landing and limited flight. Cargo is generally attached with straps or nets to the floor and walls of the cargo bay to keep it steady under changing gravity.

dST/HP: 70

Hnd/SR: -1/5

HT: 13

Move: 3g/22.5 mps

LWt: 100 tons

Load: 400 tons

SM: +6

Occ: 6ASV

Cost: $2.6 million

Front Hull

[1] Metallic Laminate Armor (DR 100)

[2] Cargo Bay (1 ton)

[3] Habitat (6 cabins for crew)

[4] Habitat (Sickbay and galley)

[5] Habitat (Office)

[6!] Standard Array (Comm/Sensor Level 4)

[Core] Control Room (6 control stations; Complexity 7 computer network)

Central Hull

[1] Metallic Laminate Armor (DR 100)

[2] Cargo Bay (5 tons)

[3!] Reaction Engine (Fusion Torch, High Thrust)

[4!] Reaction Engine (Fusion Torch, High Thrust)

[5!] Reaction Engine (Fusion Torch, High Thrust)

[6] Major Battery (RMX-40 Point Defense Turret, 200 shots)

Rear Hull

[1] Metallic Laminate Armor (DR 100)

[2] Engine Room (1 workspace)

[3!] Reaction Engine (Fusion Torch, High Thrust)

[4!] Reaction Engine (Fusion Torch, High Thrust)

[5!] Reaction Engine (Fusion Torch, High Thrust)

[6] Fuel Tank (5 tons)

[Core] Fusion Reactor (Provides 2 Power Points)
Femme Fatale

Femme Fatale is a music band group formed and led by Aicha. It is a group of a pop music band, originally from Arabia Saudita. They are minor characters in Chibibellies series.

## Members

* Aicha (lead singer)
* Aishah (bassist)
* A'aisha (drummer)
* A'isha (guitar player)

## Gallery

Aicha, the sweet lead singer and leader of group.Aishah, the shy bassist.A'aisha, the competitive, but nice drummer.A'isha, the kind, shy, sweet and nice guitar player.
Chapitres

## Volume 1

01. Prisonnier × 4 + Garde × 1

02. La meilleure prison

03. Ce que No.25 veut faire

04. Le chien de garde de la cafétéria

05. Un adjoint apparaît !!

06. L'entrée de Tsukumo

07. Toujours saluer votre patron

08. Comment savourer le déjeuner

09. On peut travailler aussi

10. La directrice apparaît !!

11. La raison d'incarcération révélée (Partie 1)

12. La raison d'incarcération révélée (Partie 2)

Bonus : Escape B4 (Partie 1)

## Volume 2

13. Bâtiment 13, la cellule 13 est occupée comme d'habitude

14. Sentir une énorme tempête arriver si tôt dans la nouvelle année !

15. Turbulence !! Le tournoi du nouvel an (Partie 1)

16. Turbulence !! Le tournoi du nouvel an (Partie 2)

17. Turbulence !! Le tournoi du nouvel an (Partie 3)

18. Turbulence !! Le tournoi du nouvel an (Partie 4)

19. Turbulence !! Le tournoi du nouvel an (Partie 5)

20. Turbulence !! Le tournoi du nouvel an (Partie 6)

Bonus : Escape B4 (Partie 2)

## Volume 3

21. Turbulence !! Le tournoi du nouvel an (Partie 7)

22. Turbulence !! Le tournoi du nouvel an (Partie 8)

23. Turbulence !! Le tournoi du nouvel an (Partie 9)

24. Turbulence !! Le tournoi du nouvel an (Partie 10)

25. Si vous voulez lui parler, allez au fumoir

Bonus : Escape B4 (Partie 3)
Jyugo/Galerie

<tabber>
<gallery>
Jyugo05.jpg
Jyugo02.jpg
Jyugo\_Tattoos.jpg
<gallery>
Jyugo01.jpg
Rin21Rin21Hi21Hi21.jpg
NanbakaDatsugokuRironE299AA21.jpg
Jyugo03.jpg
Episode1-86.jpg
Episode2-25.jpg
Jyguo2C\_Uno\_and\_Nico\_at\_the\_morning\_assembly.png
Episode03-024.jpg
Episode2-107.jpg
Episode6.jpg
Episode9.jpg
Episode17-24.jpg
<gallery>
Manga\_vol01.jpg
JyugoFull.jpg
JyugoConceptArt.jpg
<tabber>
Tsumuji

Tsumuji *(*つむじ *Tsumuji)* est l'un des personnage secondaire de la webserie. Il est dans la même cellule que Baoi, Hakushaku et Torooru.

## Apparence

Tsumuji est un jeune homme musclé de couleur mate. Il porte un masque bleu foncé, avec dessus écrit 262, qui couvre son menton, une partie de son nez et de son visage.
Il a son nombre d’imatriculation « 262 » accroché sur le côté droit de son torse.
UTTP (UTubeTrollPolice)

UTTP is a trolling Vyond group.

## Members of this stupid haters

Girla PurpleHeart Sucks UTTP : Has a page there.and will be reported

Peppa Pig UTTP : 18 year old Windows XP a good os hater. Best known for trashing on Sonya Lee the Chic Girl 2002

F\*ck Stephen Hillenburg UTTP THTDC (yes, that's his actual username) : Do you want a 28 year old manchild with the worst grammar? There you go a toxic user.

Squidward UTTP THTDC : Grammar's slightly better than F\*ck Stephen Hillenburg UTTP, but still toxic

Taylor Swift UTTP THTDC : A sock of F\*ck Stephen Hillenburg UTTP. Confirmed, because on F SH UTTP's i'm not squidward uttp video, it showed this user how toxic he is

Pablo The Penguin The Stealer UTTP : How the f\*ck he got 700 subscribers, I have no idea.

TOXIC PS2 WILL TURN INTO A DILDO UTTP : Everyone's toxic for this user. Even not you

Penny UTTP : Idiot who supports Erik Tazman Mokracek. Probably a sock of JeffyJeffyUHUHUH.
Jyugo/Histoire

## Histoire

Bien que ses antécédents n’aient pas encore été complètement explorés, il est clairement indiqué qu’il est né et une prison et a même déclaré qu’il se sentait à l’aise par ces dernières. La première fois qu’il retourna en prison est dû à un vol mais il s’enfuit le jour même de son incarcération.

Il semble avoir rencontré chacun de ses amis (Uno, Rock, Nico) de manière indépendante dans différentes prisons, et a joué un rôle important dans la vie de chacun. De plus, c'est lui qui les réunit quand ils se rencontrent à Las Vegas.

### Passé

Dans le passé, dans une prison, quelqu'un lui a placé des chaînes que personne, pas même lui-même, ne peut enlever. Il se souvient seulement que c’était un gardien de prison avec une cicatrice sur la nuque. Il va donc le chercher dans toutes les prisons du monde afin de lui faire retirer les entraves qui l’empêchaient d’obtenir la liberté et de ne pas se sentir humain. La principale raison pour laquelle il continue d'essayer d'échapper à la prison est la prolongation volontaire de sa peine, de sorte qu'il puisse rester à la prison de Nanba aussi longtemps que possible, car c'est la seule prison où il n’a pas vérifié la présence de l’homme à la cicatrice. Il va tout de fois rencontrer un sous-fifre nommé Elf de cet homme. Nous allons apprendre un certain après leur première rencontre cette personne est à l’origine de toutes les mauvaises actions de Jyugo qui le mènent à sa perte en prenant possession de son corps.
Il va avoir une haine immense contre cette organisation.
Zoe Quinn

Zoe Quinn is a fucking scumbag who made the worst video game of all time, Depression Quest, which doesn't even portray depression right.

## How much of a scumbag is she?

Let's combine these retards right there. Done, that's how much of scumbag is she.

## TotalBiscuit vs Zoe Quinn

The retard aka Zoe sent her group of followers (which all are probably her accounts or negative IQ retards) to harass John Bain (known online as TotalBiscuit; RIP btw, F)

## Depression Quest

Some visual novel which sucks even at being that. Visual novels aren't even video games, so why is this piece of unholy garbage coming from Hell counted as one?

As said above, doesn't portray depression right.

## Accusations

Recently, she accused Alec Holowka of assault and he committed suicide.

Tons of sexual harassment accusations, she kept attacking Eron Gjoni for no reason, when she cheated on many boyfriends already. Zoe Quinn, if you are watching this, please look for the bleach in your house and drink it.

## Why isn't she in jail yet?

Easy, cuz the modern world is full of low-IQ retards.
Heroes of Might and Magic III

Heroes of Might and Magic III is the best strategy game ever made.

## Gameplay

Game takes places in turns. There's a overhead map on which you move your troop, kind of like in a board game, except you can move anywhere. The town screen is for building strtuctures and recruiting creatures. The battle screen is, pretty self-explanatory. Overall, fun.

## Troops

* Peasants - The average low-in everything troop. Completely useless unless converted to Skeletons in the transformer.
* Pixies/Sprites - Very low HP, but cheap and the speed beats a few lvl 7 troops. Upgrade is extremely important.
* Imps/Familiars - Expensive and useless. Upgrade makes them okayish.
* Gremlins/Master Gremlins - Same as Imps, except they are better and cheaper. Upgrade is very good.
* Halflings - Master Gremlins with more shots, better damage and positive luck.
* Goblins/Hobgoblins - Fast, cheap troops which lack damage.
* Troglodytes/Infernal Troglodytes - Goblins with better stats and pricier as well.
* Skeletons/Skeleton Warriors - Same price as Imps, except better in every possible way. Balance is better than at Valve's Tec-9 and Five-Seven though. Upgrade isn't reccomanded cuz you'll need to upgrade a lot.
* Gnolls/Gnoll Marauders - Same price as Skeletons, except higher damage. Upgrade is overpriced though.
* Pikemen/Halberiders - The tough guy. Quite slow, but a tank for lvl 1 units.
* Centaurs/Centaur Captains - Best troops, but the most expensive.
* Walking Dead/Zombies - Basically Skeletons with higher HP.
* Wolf Riders/Wolf Raiders - Unupgraded are better Centaur Captains. Upgraded are weaker Crusaders.
* Rogues - The perfect stalkers. Good damage, but low defense.
* Boars - Upgraded Wolfs.
* Gogs/Magogs - Weak archers. Upgrade fireball is effective only if they're around.
* Lizardmen/Lizard Warriors - Archers with higher HP.
* Archers/Marksmen - Low HP troops, but upgrade makes it shoot twice.
* Dwarfs/Battle Dwarfs - Pikemen of lvl 2, except slower. Upgrade will make them usable in battle.
* Stone/Obsidian Gargoyles - Miniature dragons that won't shoot flames. Boring.
* Harpies/Harpy Hags - Better Gargoyles.
* Air Elementals/Storm Elementals - Borderline broken.
V

V

V「ヴィ Vi」est un personnage secondaire de la webserie. Il est le coordinateur du bâtiment 6.

## Apparence

V est un jeune homme mince avec une légère peau terne, des petits et fins sourcils. Il a des yeux gris dont la paupière maquillée en noir et le dessous de l’œil en gris. Il a également les lèvres grises et ses ongles vernis de noir.

Il a également des cheveux noirs désordonnés avec des reflets brillants magenta : il a de nombreuses mèches tombant du côté gauche de son visage cachant son œil et du côté droit, ses cheveux dépassent son épaule. Sur son cou, il porte un collier ras du cou noir avec une croix de vampire attaché dessus.

Il porte une version modifiée de l’uniforme standard de garde de Nanba : il a un chapeau avec une fourchette fantaisie accrochée dessus, deux sangles noires placés sur différentes parties de son corps dont son bras droit, ses hanches, ses cuisses et sa jambe droite. Il porte des chaussures pointues noires et une cape rouge.
Etant donné qu’il est en charge du bâtiment 6, il porte un brassard gris sur son bras gauche.

## Caractère

V est en général une personne polie, respectueuse et accueillante envers ses collègues mais aussi les prisonniers.

Beaucoup de personnes le décrivent comme une personne « gotique » ce qui engendre à des mauvaises situations partout dans sa vie. Il est triste d’entendre cela mais ne se met pas en colère à propos de ça.

Toutefois, son esprit peut vite changer quand Hakushaku est en danger. Il se met à devenir un masochiste, se rabaissant sans cesse, prêt à mourir pour son « maître ».

## Anecdote

Il était le servant de Rock lorsqu'il était enfant.
JerkGirl97

JerkGirl97 was a shitty wannabe version of Cocacola4413/ Teminite & Chime Fan Est. 2005, difference is that she sucks ass and deserved all the hate she got.

## Proof for being a wannabe

Wishing Ariana Grande an unhappy birthday, harassing others for no reason.

## Reviews

I'LL REVIEW YOU! ZERO! BYE BITCH GONE! ~ DoritoFan80 0/10

## Things to do to that user

Do what Ayden Mowry used to do before December 2018. Flag the fuck out of her, oh wait, she's gone. Thank god.

## External Links

Atrocious YouTubers Wiki Page (she deserved it)

YouTube Account (deleted)
IHDDLAMI

Will Niko Bellic wanted to blame on this monster?

## Biographical information

### Date of birth

2018 that he joined on YouTube and Google maybe?Real date of birth wasn't found yet

## Physical description

### Gender

Male

IHDDLAMI is a YouTube channel that discusses why he hates dogs and that dogs should be banned. He’s been victimized and bullied by dog lovers just because he explains the truth about dogs. Anyone who’s a dog lover should wake the fuck up and get rid of your dangerous ugly four legged killer before it creates a massacre! To all those who bully dog lovers especially Anthony Hunter you seriously need to just kill yourself because you’re nothing but a cyber bully bitch! #bullylivesdontmatter

## IHDDLAMI

* in!
Girla PurpleHeart Sucks UTTP

GPHS UTTP (now known as JuniorFanTheEnlightment Sucks Ass UTTP THTDC) is a dumbass who is now inactive.

He's a 16 year old who uses Dell machines that suck ass besides the late 2000s ones. His caps lock key is broken, because he always types in caps lock with a fuckton of exclamation marks.

He's known for hating on Girla PurpleHeart, MainstreamPopMusicSucks250, JuniorFanTheEnlightment, Cyberwolf087, DrewPicklesIsSwell1957and DoritoFan80for no reason.

He also calls people the N-word constantly just for fun.

Thank god MainstreamPopMusicSucks250 hacked him twice. DF80 couldn't get the first I KILL THE REAL DORITOFAN80 video from the 2nd account though.
Goblins

Bugbears and Hobgoblins are established races. They are not altered in the slighted bar the lack of their pantheon - everything else about them is the same as in the sourcebooks for 5e. Goblins are mostly the same too, there is a tiny alteration to their mannerisms and that is about it.

### The Titular Treasurehoarders:

Goblins love one thing in life above their precious 'shinies'. It is not the admiration of a screaming crowd, it is not the skill required to cut a gods head clean off, it isn't even overwhelming arcane power. It is simply a name of themselves.

Goblins love Titles above all things, more than gold, and more than power. A Goblin knows that material wealth is not unique, any adventurer in Nevandaar could have a net-worth of several million gold - but there can only be one: Sneev 'Kicker of Trolls'.

Goblin adventurers will often carry around small scroll-cases with them. Housing all the official titles they earned from adventures long since passed. They look after these scrolls as if their lives depended on it. To a Goblin, whilst being offered a monetary reward is nice; they will oftentimes ask for a title to go alongside it.

A typical Goblin adventurer may introduce himself as:

Katch: 'Thief of Darkarth' - 'Diplomat of the Highking' - 'Slayer of Dragons' - 'Savoir of the Grung' etc. etc. etc.
KAGU-8

KAGU-8 (神八 *kagu hachi*), aussi appelée Kaguya, est un personnage secondaire de la série. Elle est une android infirmière créée par Okina Otogi et Kazari Otogi en tant que leur "fille".

## Anectodes

* Le nom Kaguya signifie "dieu" (神) (kagu) et "huit" (八) (ya).

* KAGU-8 est une référence à Kaguya-hime du Conte du coupeur de bambou. Tout comme Kaguya-hime, KAGU-8 attire de nombreux prétendants de par sa beauté, et elle est la fille "adoptive" d'Okina.
Tiles

Tiles are the basic building blocks in the game. They constitute the "ground" and everything from houses, to plants, to pots need to be placed on top of tiles. There are currently ten of these in the game, dirt, brick path, deck path, stone path, green grass, yellow grass, eggplant grass, red grass, purple grass, and concrete. With the exception of path tiles, any objects, like pots, plants, and coffee stations, can be placed on any tile. Gardeners, however, can only be placed on path tiles, which they will pace back and forth on, harvesting any fully grown flowers they encounter.

## Unlock Levels

* Level 2: Dirt
* Level 3: Brick Path
* Level 4: Green Grass
* Level 6: Deck Path
* Level 7: Yellow Grass
* Level 11: Eggplant Grass
* Level 12: Stone Path
* Level 13: Red Grass
* Level 15: Purple Grass
* Level 21: Concrete

## Path Tiles

Path tiles (Brick Path, Deck Path, and Stone Path) are used for gardeners to travel on. Unlike other tiles, path tiles cannot have anything other than gardeners placed on top of them. They are the only tiles that a gardener can traverse and as such usually form the skeleton of many gardens. Any plants that are placed adjacent to paths will be automatically harvested by any gardeners on that same path.
DragonVale.wiki Wiki

## Welcome to the Wiki

Welcome to the wiki. We’re a collaborative community website about your topic that anyone, including you, can edit. Click the edit button at the top of any page to get started!

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.
Crosshair

**Designer(s):**Adriaan Sheepers

The crosshair is aid players in shooting. This ranges from providing guidelines for aiming, as well as providing ammo information.

## **Guidelines**

* **Reliable:** It needs to provide reliable information for the player
* **Adaptive:** It visually adapts to convey updated information

## **Aiming**

* **Movement:** Crosshair reliably follow the movement of the cursor by replacing the actual cursor.
* **Projectile Size:** The size of the inner circle is meant to reflect the hitbox of the player projectile.
* **Viewing Target:** The open inner circle provides plenty of room to view your target.
* **Guides:** Guidelines stretch into the inner circle helping players adjust their aim with higher precision.
* **Enemy Detection:** Enemies get detected when hovering over them, making the crosshair red.

## **Ammo**

* **Clip size:** The crosshair displays the clip size by means of segments that fill the crosshair ring.
* **Expending Ammo:** Segments deplete when its respective bullet is expended.
* **Reload:** A colored animation plays on the crosshair circle to reflect reload time.
Modifiers

* Modifiers belong to the upgrades just like Abilities.
* There are two types of modifiers:
	+ Instant use like Health modifiers (these have not been implemented yet)
	+ Player growth modifiers like Weapon modifiers (only weapon modifiers have been implemented)
* They can be found in enemy ships or bought at the Merchant Ship.
* Player growth modifiers can only be assigned to the On-Foot Player Character.
* Modifiers can stack on top of each other.

### Modifiers

* DMG - Damage
* FR - Fire rate
* SPR - Spread
* CLP - Clipsize
* RLT - Reload time
* BSP - Bullet speed
* BSH - Bullets per shot
* PKB - Player knockback
* EKB - Enemy knockback
Space Challenges

## High Concept

Space challenges are a series of challenges given to the player when they are roaming in space before they can begin the on foot-section.

The challenges can be divided into two types:

* Traversal Challenges
* Combat Challenges

## Purpose of the feature

* Provide onboarding for the player, prepare them for the combat orientated on-foot section.
* Make the game feel less like a shoot'em up game by giving them traversal challenges to overcome alongside combat challenges

## Traversal Challenges

The traversal challenges can be created by:

* Environmental hazard player might run into while roaming in space or while pursuing a Cruiser ship.
* The Cruiser ship flying patterns itself.
* The boarding mechanic.

## Combat challenges

Combat challenges can be created by:

* Space enemies
	+ Small size space enemies.
	+ The Cruiser's defensive system.

## Design goal

* **Agility-based challenges:** Require player tomaster the piloting of the ship
* **Accuracy based challenges (For combat challenges):** Player must be able to predict the movement of the enemy ships to be able to shoot an accurate shot and cause damage to them
* **Punishing, but not impossible to overcome:** Player will still be punished if they fail to accomplish the challenges, however, the player can still easily recover from the punishments
* **Mix and match:** Traversal challenges and combat challenges must be able to mix and match together in each alien space ship encounter to make the encounters feel less repetitive.
* **Balance risk and reward:** Each different traversal and combat challenges must provide a different level of difficulties. When mixing the challenges together, the level of difficulties must correspond to a balanced amount of rewards or upgrades for the player.
UI/UX

**Designer(s):**Adriaan Sheepers

UI/UX is meant to present and clarify relevant information to the player in an efficient manner whilst retaining and enhancing the overall flow of the game.

### **Guidelines**

* **Seamless:** Enhance the seamless gameplay feel when transitioning between game states.
* **Character Driven:** Present character driven UI by linking information to respective characters.
* **Situational:** Prominence of a UI element is based on the frequency of their use.
* **Comic Feel:** Assets are presented in a minimalist pulp comic book style.

## **Crosshair**

The crosshair aids players in aiming their shots. This ranges from providing guidelines for aiming, as well as providing ammo information.

## **Character HUD**

The character HUD displays the portraits of the player as well as the portraits of the squad members, along with all of their healthbars and their obtained abilities.

## **Ability UI**

Abilities have their own UI materials to identify their functionality, as well as additional UI elements for assigning abilities, tracking abilities, and viewing all collected abilities.

## **Comms**

Comms can open up to initiate dialogue by means of text boxes. This can be used for narrative purposes, progression, or introducing controls.

## **Radar**

When flying in space, points of interest will visualize in a ring around the player, conveying what kind of reward can be found at that location, and communicating the proximity to that point.

## **Main Menu**

The main menu conveys the feeling of the vast openness of space whilst providing smooth connections to other game states.

## **Prologue**

The game opens up on a skippable prologue that provides narrative context for the player journey.
Vyond

Vyond is a cloud-based, animated video creation platform owned by GoAnimate, Inc. Too bad its community is terrible and only a few people from it are actually decent.

## List of Users

* Loser336 LynnLoud909: 16-year old who is probably one of the worst at handling criticism, as he made a rant on Atrocious YouTubers Wiki, denying every single reason. Too bad that rant proved one of the reasons right. Good job, Riley.
* THTDC UTTP: Possibly the worst that comes from Vyond. There are a few users that don't have that in the names, but act exactly like one, examples are JeffyJeffyUHUHUH and JerkGirl97. Since when the UTTP's still relevant?
* AUTTP: Terrible users who think they're good, but in reality, most of them suck. Not as bad as UTTP though.
* Mikey Lugo Bensen: Toxic Vyond user who is EVEN WORSE than L336 LL909 at handling criticism, as he makes tons of videos reacting to Eijitheawesome (which he calls welcome to cringe, because he can't read shit), toxic fanbase who tell people to kill themselves.
Constructs

Constructs are objects that can be placed in the world by the generation or by the use of abilities. Below you will find a list of all constructs currently accessible in the game.

## Healing Beacon

An object that generates a circle around itself and periodically heals all characters and constructs within said circle. Characters can leave the circle to stop receiving healing and enter it again to start receiving it again. After a set amount of time the beacon will destroy itself. The healing beacon cannot take damage.

## Turret

The turret slowly rotates towards its closest enemy and will then periodically shoot at said target. After a set amount of time the turret will destroy itself. The Turret cannot take damage.

## Shield

The shield blocks bullets from the owners enemy. Shields will destroy themselves after a set amount of time. Shields can be destroyed by taking damage.

## Bomb

The bomb is a pulsing object that explodes after a set amount of time. It then deals damage to all characters and constructs within its explosion radius. The bomb cannot take damage.
Classes

**Designer(s):** Jasper Laureijs

Classes are categories for the abilities to be divided in. They all have an effect that fits them but are not limited to abilities with that effect. Classes are purely for organizing purposes. They will only effect which reward you get at the end of a ship in the way that you know it will be a medic ability or scout.

The following classes exist:

* Medic: Abilities that have healing effects or trigger on healing. Also effects that help your crew members and you survive by buffing them.
* Marine: Offensive abilities that deal damage.
* Pilot: Abilities that trigger or effect reloading.
* Engineer: Abilities that give shield to your crew members or activate when you get a shield.
* Scientist: Abilities that apply fire or activate when something is on fire.
* Scout: abilities that give you more loot or effects that trigger when you pick up loot.
Charger Enemy

## Description

The charger enemy hunts down the player, getting in close range and making it dangerous for the player to

stay in one spot.

#### They use the following pattern

1. Move in range and in sight of the player.
2. Stand still as they aim for the player.
3. Charge in the direction they are currently facing.
4. Keep moving until they ram into something, after which they become shortly vulnerable.

This enemy will prevent the player from staying behind cover for too long and prevent players from avoiding the more static enemies by staying behind cover forever.

## Pros

1. Clear behavior that players can understand.
2. Prevents players from staying static for too long.
3. an be extremely light on art scope.

## Cons

1. Behavior requires more work to get right in engine.
2. Enemy’s pattern might be too simple.
Combat

## **What is this feature?**

Enemies will represent all the aggressive NPCs towards the player that exist within our Science Pulp Fiction universe. Smart beings that will challenge the player in a fast paced over-the-top combat.

## **Why do we have this feature?**

Out of Space is a top down shooter focused on being the hero of the story that faces any kind of challenges and overcomes them. We wanted to represent this challenges with creatures that the player will encounter. Every reference from Science Pulp Fiction has shooting and creatures that the main character faces during his journey.

## **Design Pillars | How should it be designed?**

1. **Enemies built after the Base Enemy -** This pillar is up to debate but it basically means using the base enemy design as a base template for designing future enemies to mitigate risks on balancing.
2. **Fast Paced combat -** Enemies will encourage a fast paced combat by shooting, hostile enemies and forcing the player to use our core dynamic, dodging.
3. **Chaotic and over the top feel for combat -** This pillar ties to the Science Pulp Fiction comics since comics support the over-the-top feel and each encounter looks chaotic.
4. **Enemies are smart and feel alive (Behavior and AI) -** Each enemy will have its own behavior based on narrative, AI and design goals such as testing the player’s dodging skills. Enemies must feel like they have their own tactics, thinking and tests the player’s thinking and skillset.
5. **Small scope -** Simple to implement, simple to design and simple to understand but difficult to master.
6. **Aligned with Pulp Fiction -** Each enemy must replicate the narrative of Pulp Fiction till some degree without damaging design, art and programming.
7. **Each enemy teaches the player something new -** We will use enemies as onboarding tools teaching the player new mechanics or set of skills that he/she needs, for example kiting.
8. **Fair play -** Enemies will never make the player feel cheated or that the AI is working against him directly, it should feel like a duel between the player and a smart AI that has rules and mechanics that can be mastered and overcome.
9. **Difficulty/Punishment level -** I will aim to make the game difficulty be somewhere around Enter the Gungeon and Darkest Dungeon, leaning more into Darkest Dungeon.
10. **Players must be able to kill enemies -** Regardless of how many squad members the player has he/she should be able to defeat all the enemies that he is presented with, if they have squad members then they will have an easier time when dealing with enemies. We need to encourage the use of squad members but not force the player into a specific tactic.
Abilities

**Design Upgrades**: Jasper Laureijs

**Upgrade system**: Merlijn Eskens

## Description

* **Upgrades:** Abilities belong to the upgrades just like Modifiers
* **Growth**: Abilities are used for player growth within a run.
* **Location**: They can be found in Enemy Ships or purchased in the Merchant Ship.
* **Crew:** They can only be assigned to Crew Members.
	+ If the player has no Crew Members the ability will not be picked up, but can be picked up when he gains a Crew Member.
	+ If the assigned Crew Member dies, the ability will be lost as well.
* Abilities consist out of 2 parts, Conditions and Actions.
	+ **Conditions**: A single or series of State(s) of something(s) that have to be met to activate the action.
	+ **Actions**: A single or series of doing something performed by the assigned Crew Member.

* **Classes:** There are several classes these abilities have been divided in.

## Ability keywords

Some conditions and actions are re-skinned in other abilities or have the potential to be re-skinned. Here is the explanation for those keywords. Any ability that

* **Ricochet**: The bullet will bounce of the surface or enemy it hits. Can be more then once.
* **Cooldown**: A timer that prevents the ability from triggering until it is over.
* **Effect**: Abilities that have an effect like on-fire can be re-skinned to an other effect. Same counts for healing and shielding effects that can be interchanged.
* **Place-able**: actions that put something in the game world that stays there for a while.
	+ **Beacon**: Has an effect around it that activates every second around it.
	+ **Turret**: Shoots at the target with an effect.
	+ **Grenade**: Thrown at a location where it will have an effect.
	+ **Environmental Hazard**: The Hazardous Liquid for example is used for trails and the incendiary grenade to create an effect in the world.

## List of abilities:

The values shown are **not** final values
Rules

* Use the formatting that has been set on other pages, here is an example. This means use bullet points wherever possible. Long paragraphs are forbidden unless absolutely necessary.
* Do not specify hard values like movement speeds, or keybindings, rather link team drive documents that have said information.
* Whenever creating a new page, link other pages that are relevant. If you mention PlayerCharacter 5 times then link to the PlayerCharacter 5 times.
* Do not mention any confidential information, this wiki is open to the public. You will be held responsible if you leak confidential information. If you are unsure message the producers!
* Pages that inflict copyright when adding images or videos will be taken down.
* If anyone from the team asks a question to you about something you have written on the wiki please update it on the wiki page too to prevent the same question in the future. This way the wiki will organically expand.
On-foot Character

## **What is this feature?**

This is all about the player character in the on-foot part of the game. This includes movement speed, deceleration, rate of fire, bullet speed and camera.

* **Reload**: The player has 7 bullets and when he runs out he the player will have to reload. The player can also reload before running out of ammo.

## **Why do we have this feature?**

Every game needs a player character and the on-foot player will move differently from the space part of the game.

## **Design Pillars | How should it be designed?**

The metrics should all compliment the pillars we have for our game.
Upgrades

## What is this feature?

Upgrade items boost a player’s combat capabilities with new abilities or upgrading those abilities.

## Why do we have this feature?

Upgrade items become short-term goals/rewards for the player as they can be found through exploration of the levels and serve to make the player/squad members stronger over a run.

## Design Pillars | How should it be designed?

#### 1.1 Feedback

Players should be able to feel and/or see the power-change upon using the upgrade in combat. Players should be able to get a general feel for what a upgrade does before assigning it. There should also be an overview of already assigned abilities and passive upgrades to the crew members.

#### 1.2 Collaborative

Upgrades both on a singular character as well as between characters need to directly or indirectly stack and combine.

#### 1.3 Power-Shift

Upgrades increase a character’s combat capabilities or utility to the player(for example resource gathering or navigation)

#### 1.4 Simple Management

Assigning upgrades and checking up on upgrades should be fairly simple so it doesn’t interrupt the pacing of the game.

#### 1.5 Distribution

The player character as well as individual squad members should be able to be upgraded.
Comms

***Developer:** Adriaan Scheepers*

Comms can open up to initiate dialogue by means of text boxes. This can be used for narrative purposes, progression, or introducing controls.

## **Guidelines**

* **Seamless:** Comms dialogue needs to be non-disruptive for the flow of the gameplay.
* **Narrative:** Comms helps provide more exposition for the world and help clarify long term and short term goals.
* **Nested:** Is only displayed when relevant (Upon dialogue being initiated).

## **Dialogue**

* **Sequential:** Dialogue is segmented in short lines of text that gets displayed sequentially.
Vehicles

**Spacecraft**

ASA *Redrunner*

Hyperion-Class Freighter

Sisyphus-Class Freighter

Taylor-Class Freighter

Washington-Class Freighter

Jupiter-Class Gas Tanker

Olympus-Class Transport

Adversary-Class Battlecruiser

Ripper-Class Frigate

Stormfront-Class Battleship

Deliverance-Class Bomber

Lightyear-Class Fighter

**Dropships**

AV-60 Hopper

MDS-500

**Cars**

Bronson Sidewinder

Dragonfly T-Snow

EN-V Miao Magic

Honda Neuv

**Light Trucks**

AMC Humvee 2500

**Trucks**

Caterpillar Heavy Hauler

Mars Excursion Systems Heavy Rover

Saturn 4B Heavy Rover

**Motorcycles**

Chambers Velociraptor

**Flying Vehicles**

Aero-X Hoverbike

Dragonfly Phantom

Dragonfly Silver Bullet

Dragonfly V-Bus

Dragonfly X-Force

Fujikawa Airbike

Subspace Whipper

Torino Zip
Narrative

**Designer(s):** Ivan Wullems, Adriaan Scheepers

The player immerses himself as Captain Starshot, a captain of a human space militia tasked to put a halt to the alien invasion.

## **Theme**

Caring Captain: The player plays as a captain with his own squad. We want players to indirectly control squad members as if he commands them with orders, have the player actively participate in combat alongside his squad, whilst also caring for the safety and progression of his squad members.

Power fantasy: We appeal to the power fantasy by having players be stronger then a majority of its opposition, and we continue to enhance that feel through the upgrades and abilities we provide.

## **Lore**

An introduction to the plot is provided in the prologue. Humanity has expanded its reaches into space. In their exploration they have been discovered by an unknown alien race. The aliens invade the space of the humans and capture several of them for experimentation.

In a desperate attempt, humanity sends his bravest soldier Captain Starshot into the enemy fleet to gather Intel on the whereabouts of the alien leader and attempt to end the entire invasion by killing him.

## **Storyline**

### **Intro**

The player starts the game by diving into space. The commander opens up comms to talk to the player. The captain is tasked to dive into the enemy fleet and board ships to gather Intel on the whereabouts of the alien leader.

### **Experimentation**

Aliens experimenting on the humans that they've taken captive ties into two large gameplay elements.

##### **Saving Humans**

On the player's journey, he may encounter humans on space ships that he can save. Once these humans have been saved, they'll be added to the player's squad as new squad members.

##### **Alien Tech**

All upgrades and abilities can be gathered when boarding space ships. These upgrades and abilities are thus tied to alien activity and present themselves as alien tech that has been/can be applied to your human characters.

### **Alien Leader**

The alien leader lies in the final sector at the end of the player's journey.

##### **Antagonist**

The theme for the boss is meant to directly contest the theme of the story: *Caring captain* & *Power Fantasy*. Thus to act out as true opposition, the boss represents the following ideals:

* Passive participant to combat.
* Looking down on the player.
* Disregard for his subordinates.
Small Eye enemy

## Description

The small eye enemy chases the player at a medium pace, flying to them and slowly rotating in the direction of the player, due to their slow rotation they can easily be dodged, but they bounce off of the machines and walls in the room and they are usually found in groups.

This means they will be good at keeping the player distracted and make sure they keep moving, while not necesarily being a huge challenge.

## Pros

1. Simple behavior to see and understand
2. Can still offer varied situation due to its bouncing nature
3. Easy to dodge alone; can be dangerous in large groups

## Cons

1. AI can freak out in too tight spaces.
2. Could overwhelm an area if too much of them are placed
Space Basic Enemy

## 1.1 High Concept | What is this feature?

This basic enemy spaceship will have the most basic behavior, spawn from some of the Big Spaceship and stats in our game. By itself, the basic enemy spaceship won't pose a threat to the player but if encountered in groups can become a serious problem.

This enemy is easily killed and whenever they get destroyed the Player's Character succeed on one of the Combat Challenge and now he can Board the Big Spaceship.

This enemy has a different base model but they can variate in colors.

## 1.2 Justification | Why do we have this feature?

The basic enemy spaceship will be used on the Combat Challenge on space as a tool for testing the skill check the player onboarding, multiple mechanics and dynamics, for example shooting, moving and evading.

## 1.3 Functionality | How should it work?

Any designer reading this document must understand what Steering Behaviors are, no need to understand the programming part behind each behavior but focus on understanding which each behavior does.

For detailed information on the data of this enemy follow the link.

This enemy can:

* Fly around and follow designated targets
* Shoot at the player ship

This enemy will have 2 states:

* **Follow and escort the big ship**. When the player is not in-range with this enemy
* **Follow and attack the player ship**. When the player approaching the big enemy ship, the small space ships will stop following the big space ship and go straight for the player ship and start shooting them.

## 1.4 Design Goals | How should it be designed?

The basic enemy spaceship should follow the following rules

1. **Target dummy with a brain -** The movement and behavior of the enemy will not be that difficult to identify by the player.
2. **Not pose a threat to the player** - The player must be able to kill this enemy easily.
3. **Personality and a backstory -** The player should be able to see that the enemy has a background story, with this I mean that for the player the enemy should not be just a smart AI that he needs to kill just because the game says so. In DOOM 2018, for example, the possessed are basic enemies you kill on 3 shots but they still have a background story, they have possessed scientists while other enemies are demons or have a hierarchy which helps the player with immersion.
4. **Onboarding for the player during the first stages of the game -** Teaching the player the mechanics and dynamics of combat.
5. **Enhancing other encounters -** This enemy must be capable of working with other enemies to make encounters more challenging for the player.
6. **Tied with landmarks/Point of interest**, should be spawn in and can be found at the spot where players most likely to come.
PDX-01 Point Defense Turret

**PDX-01 Point Defense Turret (40mm EP)**

The PDX-01 is a dual 40mm Gatling turret designed to provide maximum firepower for point defense against missiles and small vessels. Each triple-barrel gun has a rate of fire of 3000 rounds per minute.

Like its predecessor, the M345, the PDX-01 is fed by a linkless "continuous belt" that returns spent casings to the drums instead of ejecting them into space, which requires a crew or drones to reload from the exterior. Their expense and illegality makes them virtually unknown on the black market.

Damage: 6dx10 pi++

Accuracy: 17

Range: 1650/7650

Weight: 7600/14,000

Rate of Fire: 50x2

Shots: 7000

Recoil: 2

Cost: $1,560,000/$56,000
Squad

**Designers:** Jorian Rutten, Jasper Laureijs, Jonne van Veen

**Programmers:** Geert Cocu

**Artists:** Thijs Smits, Noa

## **Vision**

*This is our vision, in a few sentences, for the crew. It describes how the player perceives the crew, and our priorities in designing the crew. This can focus on having a large army, for instance, or the emotional connection between crew and player. Should the player feel sad when they lose a crewmember?*

* Pillar 1: *Description*

* Pillar 2: *Description*

* Pillar 3: *Description*

NOTE: Our vision for the squad needs to be readjusted, since there is a large disconnect in vision within the team on this feature. Our focus can either lie with creating a emotional connection between the player and their crew, or the crewmembers can just be resources.

## **Basic Information**

The squad is a large part of our gameplay loop. The squad consists of multiple crewmembers, that the player can modify by giving abilities. The crewmembers will use these abilities whenever they are ready/instructed to. Maximizing and synergizing these abilities and their conditions is the main source of damage and protection for the player.

The player stars with a few crewmembers in their Squad, which they can expand throughout the playthrough by finding and rescueing humans from the aliens.

#### Crew Appearance

Each crewmember needs to be memerable and be their own individual part of the squad. Therefore they are given an unique name and visuals to make them stand out.

* **Name:** Each crewmember has a generated name that is assigned to them.
* **Gender/Type:** Each crewmember is assigned a gender/type based on their first name. Currently supports male/female options.
	+ This is used to change the appearance of the crewmember.

#### Crew Behaviour

The crew need to behave like individual members of a squad, without causing frustration or loss of control to the player.

* **Movement:** The crewmembers move faster than the player to make sure they can always keep up.
	+ Crewmembers speed up the further away they are from the player.
* **Rotation:** The crewmembers rotate towards where the player is aiming.
* **Collision:** Crewmembers do not collide with other members of the squad, but they do collide with the environment.
* **Squad Size:** There is currently no intended limit to how large the squad can be.
	+ There is a functional limit of 12 at the moment, but this can be increased.
* **Formations:** For each squadsize the crewmembers will take on a different formation. This means the player might have to adjust the way they approach enemies or encounter differently based on how large their squad is.

#### Boarding

When the player boards an enemy ship they decide which crewmembers go with them. Taking more crewmembers will mean more power, but it also risks losing more crewmembers. The player will have to make a choice. Crewmembers can only obtain new abilities if they have joined the player in boarding a ship.

## **Development tools**

* **CTRL + E** - Add a crewmember to the squad
* **CTRL + Q** - Remove a crewmember from the squad
* **NUM+** or **NUM-** - Change Squad Formation