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== Controls / Input (default) ==
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== Controls ==
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:Setup the XO monitor so it is raised and rotated 180* and fold it back down into the XO. Players will then utilize the directional pad and four buttons located on either side of the monitor for game input. This configuration is known as GB mode. The directional pad on the left of the monitor is used for movement and to change the cursor position when player input is necessary. Left and right will rotate the player’s orientation, while up will move the player in the faced direction. To the right of the monitor, http://people.rit.edu/jam2707/xodev/buttons/buttonV.gif acts as a select tool in menus. While traveling around, http://people.rit.edu/jam2707/xodev/buttons/buttonV.gif is used to activate the amulet and reveal hidden items within a room. http://people.rit.edu/jam2707/xodev/buttons/buttonO.gif, http://people.rit.edu/jam2707/xodev/buttons/buttonL.gif, and http://people.rit.edu/jam2707/xodev/buttons/buttonX.gif vary depending on the activity / situation at hand and will be defined during. While traveling around, http://people.rit.edu/jam2707/xodev/buttons/buttonL.gif will show a macro map, http://people.rit.edu/jam2707/xodev/buttons/buttonX.gif will explain details of the current room, and http://people.rit.edu/jam2707/xodev/buttons/buttonO.gif will bring up the game’s menu.
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:::::::::::::http://people.rit.edu/jam2707/xodev/screens/tutorial_monitor.gif
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http://people.rit.edu/jam2707/xodev/screens/tutorial_dpad.gif http://people.rit.edu/jam2707/xodev/screens/tutorial_buttons.gif
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== Controls / Input (optional) ==
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:Setup the XO monitor so it is open, with the keyboard to its front. Players will then utilize the keyboard and touchpad for game input. This configuration is known as PC mode. The touchpad, up, right, down, left keys, and W, A, S, D keys are used for movement. Players can point and click on on-screen elements to interact using the touchpad or simply move using the abovementioned keys. The keyboard is used when player input is necessary. The enter / return key acts as a select tool. Other keyboard functions will vary depending on the activity / situation at hand and will be defined during.
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=== Console Input (default) ===
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:Setup the XO monitor so it is raised and rotated 180 degrees and fold it back down into the XO. Players will then utilize the directional pad and four buttons located on either side of the monitor for game input. This configuration is known as GB mode. The directional pad on the left of the monitor is used for movement and to change the cursor position when player input is necessary. Left and right will rotate the player’s orientation, while up will move the player in the faced direction. To the right of the monitor, http://people.rit.edu/jam2707/xodev/buttons/buttonV.gif acts as a select tool in menus. While traveling around, http://people.rit.edu/jam2707/xodev/buttons/buttonV.gif is used to activate the amulet and reveal hidden items within a room. http://people.rit.edu/jam2707/xodev/buttons/buttonO.gif, http://people.rit.edu/jam2707/xodev/buttons/buttonL.gif, and http://people.rit.edu/jam2707/xodev/buttons/buttonX.gif vary depending on the activity / situation at hand and will be defined during. While traveling in the dungeon, http://people.rit.edu/jam2707/xodev/buttons/buttonL.gif will show and hide the macro map, http://people.rit.edu/jam2707/xodev/buttons/buttonX.gif will explain details of the current room, and http://people.rit.edu/jam2707/xodev/buttons/buttonO.gif will bring up the game’s statistics menu.
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=== Console Input (optional) ===
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 +
:Setup the XO monitor so it is open, with the keyboard to its front. Players will then utilize the keyboard and touch pad for game input. This configuration is known as PC mode. The touch pad, up, right, down, left keys, and W, A, S, D keys are used for movement. Players can point and click on on-screen elements to interact using the touch pad or simply move using the above-mentioned keys. The full keyboard is used when player input is necessary. The enter / return key acts as a select tool. Other keyboard functions will vary depending on the activity / situation at hand and will be defined during.
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Currently, the controls for keyboard input are mapped as follows.
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Traveling:
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UP → Enter door.
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DOWN → (nothing)
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LEFT/RIGHT → Change direction.
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E → Pick up items.
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E(hold) → Amulet search.
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I → Open pause menu/inventory.
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M → Open map.
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Menus/Battle/Merchant:
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UP/DOWN → Move cursor up or down.
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LEFT/RIGHT → Move cursor left or right.
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ENTER → Select or confirm.
    
== Menu Systems ==
 
== Menu Systems ==
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=== Main Menu ===
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=== Title Menu ===
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http://people.rit.edu/jam2707/xodev/screens/menu_title.gif
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:The title menu is the first screen you will be brought to after starting Fortune Hunter™. Here, you can change options, start game play, or exit Fortune Hunter™.
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==== Adventure Play ====
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Selecting ''adventure play'' will bring you to the adventure menu.
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:Select ''continue'' to resume game play from your most current save status.
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:Select ''level select'' to begin a game in any previously completed levels.
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:Select ''load game'' to load a different saved game profile.
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:Select ''new game'' to begin a new save profile and start the game from the beginning.
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:Select ''return to title'' to go back to the title menu screen.
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==== Creative Play ====
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Selecting ''creative play'' will bring you to the creative menu.
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:Select ''play custom map'' to play a map created using Fortune Maker™.
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:Select ''new custom map'' to quit Fortune Hunter™ in order to load Fortune Maker™.
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:Select ''share map'' to give or receive custom maps to friends.
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:Select ''return to title'' to go back to the title menu screen.
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==== Network ====
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Selecting ''network'' will bring you to the network menu.
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:Select ''local treasure trekkers play'' to launch a time trial version of Fortune Hunter™ with a friend.
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:Select ''view scoreboard'' to see the statistics and rankings of yourself and friends.
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:Select ''return to title'' to go back to the title menu screen.
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==== Extras ====
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Selecting ''extras'' will bring you to the extras menu.
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:Select ''view bestiary'' to see details of all the monsters encountered during your playthroughs.
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:Select ''view treasures'' to see collected treasures.
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:Select ''view awards'' to see awards unlocked during your playthroughs.
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:Select ''view statistics'' to see your profile statistics.
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:Select ''return to title'' to go back to the title menu screen.
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==== Options ====
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Selecting ''options'' will bring you to the options menu.
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:Selecting ''controls'' launches an input setup guide to change or view your control scheme.
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:Highlight ''language'' to change the language settings.
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:Select ''audio'' to change audio volume or turn it off altogether.
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:Highlight ''subtitles'' to change the subtitles settings on or off.
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:Highlight ''FMCs'' to change the FMC settings on or off.
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:Highlight ''cooperative play'' to change cooperative settings on or off.
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:Highlight ''difficulty'' to change the game difficulty setting.
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:Highlight ''merchant'' to change the merchant difficulty setting.
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:The purpose of the main menu is to allow the player to begin or exit the game as well as change or alter options and game play settings, and view an in-game tutorial. The tutorial consists of material to be covered before playing the game and provides a shortened walkthrough of basic game mechanics.
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:Select ''credits'' to roll the credits reel.
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:The new game option starts a new game from the first level.
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:Select ''about'' to learn more about Fortune Hunter™ and see which version of the game you are running.
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:The continue option directs the player to the continue menu (see below). The player will be able to view their class stats from here so they may see how well their classmates are doing in the game, as well as their current game progress.
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:Select ''return to title'' to go back to the title menu screen.
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:The options menu will allow the player to change various game options.
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:The close game option will exit the activity on the XO, returning the user to their home screen.
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==== Exit Game ====
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:Finally, the credits option will roll the credits for the game.
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:Selecting ''exit game'' closes the activity on the XO, returning the user to their home screen.
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=== Stats / Inventory ===
 
=== Stats / Inventory ===
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http://people.rit.edu/jam2707/xodev/screens/menu_stats.gif
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:The purpose of the stats / inventory menu is to view the player’s current game statistics. This includes items such as money, items equipped, inventory, health points, or any other stat tied to the character.
 
:The purpose of the stats / inventory menu is to view the player’s current game statistics. This includes items such as money, items equipped, inventory, health points, or any other stat tied to the character.
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==  Player Perspective ==
 
==  Player Perspective ==
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:The game follows a traditional first person perspective in a two dimensional world. Graphics have limited animation, thus each scene is a 'still' screen. The player will be able to see the protagonists arm as well as the room and enemies that are currently present.
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:The game follows a traditional first person perspective in a two dimensional world. Graphics have limited animation, thus each scene is a 'still' screen with minor animation. The player will be able to see the protagonists hand as well as the room and enemies that are currently present. FMCs feature a third person perspective of the characters and their interactions.
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== Dungeons ==
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:A dungeon is just a fancy word we use to refer to a group of levels. You can think of each dungeon as its own story entity. Each dungeon consists of five or more levels and a boss type enemy. It is the player’s job to make it to the end of a dungeon to claim its treasure and be guided to the next dungeon. Each dungeon will be in a different geographical location on the globe as well.
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=== Levels ===
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:A level is a series of rooms that are strung together. You can think of levels as separate floors within a dungeon. Each room will have plenty of tasks for the player to complete such as combating an enemy, find hidden treasures, or solve puzzles. It is up to the player to find the exit for each level within the dungeon in order to get to the next one.
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=== Elemental Dungeons ===
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:Each dungeon will also have a natural element to tie it together with a nice theme. These elements are ice, fire, desert, jungle, and astral. Aside from the looks, enemies will also follow the theme. There may even be certain effects, limiting or changing game play in some manner.
       
== Traveling System ==
 
== Traveling System ==
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:While in a room, players can change the direction they are facing (orientation) and choose the direction in which to travel. Players can move freely from room to room provided there are no locked doors along the way. These will require keys to be obtained first before traveling through them.
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http://people.rit.edu/jam2707/xodev/screens/travel_empty_room.gif
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:While in a room, players can change the direction they are facing (orientation) and choose the direction in which to travel. Players can move freely from room to room provided there are no locked doors along the way. These will require keys to be obtained first before continuing. Once they are unlocked the player may travel freely through them. Entering a room with enemies in it will automatically launch a battle (see Combat System). Otherwise, if there are items in the room, they can be collected. Sometimes there will be special events that will automatically occur upon entering a room. Players will end at a specially marked door, which will complete the level and take them to a new one.
       
== Combat System ==
 
== Combat System ==
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:When the player moves into a room containing enemies a battle will start. The battle will be carried out by means of "clashes."  Each clash represents a possible attack or action and will be shown as a math problem that the player will have to solve. The player will enter the answer in PC Mode by clicking on the text field at the bottom of the screen and entering the numerical answer using the number keys on the keyboard. In GB Mode, there will be a number pad on-screen and the player will be able to highlight a number or symbol with the directional pad and select by pressing the check button on the right side of the monitor.
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http://people.rit.edu/jam2707/xodev/screens/combat_basic.gif http://people.rit.edu/jam2707/xodev/screens/combat_victory.gif
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:As soon as the player enters a room containing enemies, they will be forced into combat. Combat consists of a turn based attack system in which the player is able to choose an attack type (math topic) and execute it. Different attack types will do different actions, having the player solve various types of mathematics. The game’s input may change depending on the type of answer that is needed. The faster the player correctly answers, the more damage they will deal. The remaining time left on the timer at the end of a successful attack is directly added to the attack damage dealt to the enemy. This makes the player want to act faster in order to be more skillful at the game. Providing a wrong answer or running out of time allows the enemy to attack the player instead.
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:Time is determined by the player’s battle timer. A blue timer will appear on screen while an attack is active and constantly decrease. Time is up when this timer reaches zero. Enemies will also attack the player and diminish their HP. When their HP reaches zero, the player’s game will be over. Losing a battle will reset the player to the latest checkpoint position (usually the start of the current level), and force them to backtrack a little.
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:Defeating all opponents on screen will cause the battle to be over and the player will be deemed victorious. The victory screen will then open showing the player the spoils they have won for the battle, usually items and akhal (money). This will help the player in various ways to survive throughout the game. There are many types of enemies found within the various dungeons and it is up to the player to figure out how to most effectively defeat each one.
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=== Cutscenes ===
 
=== Cutscenes ===
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:coming...
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http://people.rit.edu/jam2707/xodev/screens/combat_tutorial.gif
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:Cutscenes interrupt the game in order to explain something to the player. They often contain hints as to where to go or what to do next and are very helpful. They also progress the story arc. Cutscenes merely ‘pause’ movement while a message or action happens. The player then resumes control afterward.
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=== FMC (Full Motion Comic) ===
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:coming...
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=== FMCs (Full Motion Comics) ===
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:Full motion comics are videos that interrupt the game to solely progress the story arc and generally handle more important events that are happening. Most games have full motion videos (FMV), which do the same in a more cinematic format. Fortune Hunter™ utilizes a comic book style cinematic sequence for a few reasons; it is a renowned art form and looks fantastic (especially on the XOs), it aids in reading skills and makes reading a more pleasant task, it drastically cuts down on the game’s required hard disk space, and the FMCs can remain within the scope of the art style of the game. The full motion comics also have voice over, so the player is essentially being read to while the words are presented in speech bubbles. On top of all of this, they are fun to watch and offer a brief break from game play.
       
=== Amulet Search ===
 
=== Amulet Search ===
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:In each room, the player can call open a dialogue box that explains the room in detail and any unusual elements. This allows them to further investigate areas of a room or gives them clues about what to do next. A dialogue box will also interrupt game play if something important is about to happen, furthering the story line or pointing the player in a specific direction.
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:In each room, the player may use the amulet to search for hidden items or clues. They do this by using the ancient amulet’s glow, which can be toggled on or off using the appropriate button for input. This allows them to further investigate rooms, even after they have already visited one. It is good practice to use this search often as the player will gain a great deal of collectibles to aid them through dungeons.
       
=== Combat ===
 
=== Combat ===
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:Upon entering a room, there is a chance that enemies reside there. If enemies do exist, the player will be forced into a skirmish in which they will have to answer and solve questions and problems in order to deal damage. Enemies will attack the player and diminish their HP, and when their HP reaches zero, the player’s game is over. There are many types of enemies found within the various dungeons and it is up to the player to figure out how to defeat each one.
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:Upon entering a room, there is a chance that enemies reside there. If enemies do exist in the room, the player will be forced into a skirmish in which they will have to answer and solve inherent math problems in order to deal damage. For more information regarding combat, please refer to the Combat System section.
       
=== Items ===
 
=== Items ===
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:In addition to the shop, items can be collected by being found among the rooms. Players can search an object and potentially find something hidden within. Enemies may also drop items after a battle is won. There are also key (important) items that are required to progress in the story, such as a room key being needed to continue through a locked door.
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:In addition to purchasing items at the shop, items can be collected by being found among the rooms. Players can see visible items in the room if they exist and add those items to their inventory. In many rooms, there are also hidden items. These cannot readily be seen and the player must use the ancient amulet to reveal them. There are also key (important) items that are required to progress in the story. For instance, keys are needed to progress through locked doors. Players may also be asked to bring special items to certain areas. Finally, items may be obtained from combat victories. Winning battles will force the defeated enemies into handing over their possessions.
       
=== Puzzles ===
 
=== Puzzles ===
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:coming...
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:Some rooms may contain puzzles. There are two forms of puzzles in Fortune Hunter™. The first is a puzzle door. Puzzle doors require the player to make an attempt at solving a puzzle in order to progress through that door. The player gets no penalties for inputting an incorrect answer and the puzzles primarily consist of those that can continue until solved properly (such as slider puzzles). The second form of puzzle in Fortune Hunter™ is a puzzle room. Puzzle rooms are more accurately represented as traps. The player is temporarily stuck in the room while trying to solve a usually timed puzzle. If the player does not succeed, they lose their game and must restart from the previous checkpoint. If they do succeed, they gain unlimited access to the room. Usually puzzles are in the way blocking shortcuts through a dungeon or rooms filled with rewards. In any case, keep your wits about you and solve those puzzles!
       
=== Shop ===
 
=== Shop ===
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:The player can access the shop any time not in battle during the game by pressing the O (circle) button. Once in the shop, the player can select an item by using the directional pad or by clicking on it. They will then be able to select a quantity in the same fashion. However, it is up to the player to input how much they are willing to pay for items and up to the player whether or not to accept deals on the merchant’s end. The idea behind this is to simulate real world scenarios. The merchant will occasionally intend to provide the player a bad deal as well.
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:Players can have access to an in-game shop by finding our friend, the merchant. He will be located in random rooms throughout the game. When the player encounters him, they will be able to open up a shop menu. From here, they may choose to buy or sell items. The merchant accepts akhals, which is fortunate because these coins are the available currency picked up in the dungeons. Use akhals to purchase various items or sell collectibles in exchange for more akhals. Upon selecting a desired item to buy or sell, the player can then input how many of the item he or she wishes to include in the deal. The merchant’s store will keep updating as the game progresses so be sure to keep an eye for new arrivals.
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:There is a trick to shopping with this merchant, however. He will attempt to confuse the players into being cheated out of their hard earned money. Everything available in the shop for purchase as well as selling has a suggested akhal value associated with it. The players are responsible for calculating their own deals with the merchant. He or the player can get the better end of things, so exercise caution when dealing with this slippery fellow. Don’t become a victim!
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:The shop may be set to different modes in Fortune Hunter™ through the title menu before game play starts. There are three primary behaviors of the merchant depending on which mode is selected.
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:''Consumer'' mode is the easiest setting, virtually turning off the merchant’s ability to confuse the player. This will cause the shop interactions to be normal and fair representations of a store. They player will still be responsible for solving the mathematical aspects, but the merchant will aid the player through the process, not allowing for an incorrect input. Thus, the player will learn how to very accurately count their fortune. In a scenario, the player wishes to purchase four remedies at a suggested 20 akhal a piece. The merchant will ask for input from the player, who believes that the inherent problem of “4 x 20” is “100.” He inputs “100” as the answer. The merchant then says, “That will be 80 akhal please. Hey, wait a second. You gave me too much here. Could you count that again?” The merchant will ensure the player is accurate with the transaction so the deal is not tipped in anyone’s favor. The deal is always exactly what is stated.
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:''Trader mode'' is a normal difficulty setting for the shop and set by default. This mode will cause the merchant to confuse players, attempting to elicit money from them. He will cloud their judgment in their calculations and attempt to cause the players to accept a corrupt deal. Players may also seek to do the same to the merchant while selling stock as well. In a scenario, if a player wishes to purchase four remedies, which are marked at a suggested 20 akhal a piece, they must inherently solve the multiplication problem “4 x 20”. The player knows that to be “80” and tells the merchant. Being a crafty individual, the merchant says to the player, “I don’t think so! You sure you know how to calculate math? 90 please. What do you think?” Well our player is no slump, so he offers “80” again. The merchant then retorts with, “Fine. I can see there’s no tricking you today. Here.” In this scenario, the player stuck to their roots to make a proper deal with the merchant. Things get rather tricky when the player is wrong. In this case, the merchant will (after the deal has been made) mention it to the player. “Ha ha, I just made an extra 20 akhal profit! Better luck next time.The deal in this difficulty can go in anyone’s favor. The merchant is open to more types of trade and thus, the player can potentially take advantage of a more beneficial deal.
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:''Merchant'' mode is a hard difficulty setting. The main difference here is that you may only encounter the merchant a limited number of times. After you reach this amount, he will no longer pay mind to you. This forces the players to make larger deals at a single time since they may no longer visit him as freely as they may need. In a scenario, the player wishes to purchase four remedies at a suggested 20 akhal a piece. Knowing the merchant is going no longer be available in the future, the player also figures he may as well purchase two elixirs at a suggested 30 akhal a piece. Rather than the inherent math being a simple multiplication problem (4 x 20), it has been forced to become a complex one (4 x 20 + 2 x 30). The same sort of dialogue transpires between the merchant and player as mentioned above in Trader mode. This time, though, the deals are more complex so there is more at stake. The merchant is more apt to accept deals that can heavily benefit the player. (more so than in Trader mode)
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:Happy shopping!
       
== Inventory ==
 
== Inventory ==
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:The player’s inventory is the place where they can store and view all of their collected items, armor pieces, or weapons. From the inventory screen players can equip or use items, weapons, and armors.
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:The player’s inventory is the place where they can store and view everything they have collected during their journey. The inventory menu houses your items, weapons, armor, and accessories to be equipped or used as well as any special story-sensitive items you pick up along the way. You can find out more information about each item and see what they do for you. It will help you familiarize yourself with the various treasures of Fortune Hunter™.
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== HUD - Heads Up Display ==
 
== HUD - Heads Up Display ==
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'''''Conceptual First Person Perspective Model'''''
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http://people.rit.edu/jam2707/xodev/screens/map_mini.gif http://people.rit.edu/jam2707/xodev/screens/map_macro.gif
 
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http://people.rit.edu/jam2707/xodev/screens/Screen2.jpg
       
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