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They're breaking down the episodes again don't necessarily have to go this in depth with everything but just like kind of a breakdown again.

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I want you guys to think of this as like hey somebody's joining the team they need to know this information if they want to work on the project right.

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What page was that on they are saying page 13.

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Oh section 13 is broken down into sections not pages okay.

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I'm just kind of curious what their commercial is.

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Commercial game the story commercial chaos awake actors.

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Unique bits okay so this stuff is just kind of not necessary.

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But again the game design breakdown that you guys should be focusing on just just this little bit right here.

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Who are the characters that are going to be involved in the story.

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How many they have episodes you can call them chapters you can call them levels you can call them zones you can call them worlds whatever whatever they are but if there's going to be multiple scenes break them down so that we know kind of what's going to be in each scene.

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And then just do kind of a breakdown like they have stuff right they have weapons items any item pickups anything that's going to be in any of the levels it doesn't have to necessarily be per level.

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So our game is a fishing game, where

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you try to catch fish with limited gear, sell the fish,

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upgrade your gear, catch better fish to sell later.

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The end goal is to become the best

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fishing in the world and catch the fishes of legend.

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So the game play, at the beginning,

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you're going to, of course, have a tutorial

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to teach you how to cast your hook, how to control the hook,

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and how to catch fish, and that you have limited storage

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on the boat.

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Then you just start the game, try to catch fish

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until the boat capacity is full.

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Then you go sell the fish, buy the upgrades,

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in order to catch better fish next time, the next trip.

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What's the challenge?

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The challenge is that every trip, you're

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going to have some costs.

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So when you upgrade your gear, you're

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going to have even more costs, maintenance costs, gas

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costs, et cetera.

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So the player has to be mindful of what to catch.

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You can't just catch the easiest fish every time

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and think that it's going to be OK.

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The better gear you have, the better fish

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you're going to have to catch in order to stay afloat

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and to generate income, to be better and better.

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So the game mechanics, the main game mechanics, R&B 6,

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first of all, you have the casting of the hook,

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just getting the hook in the water.

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The second is controlling the hook.

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The hook itself is the main thing we control in this game.

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It's not the fisherman itself.

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So when it's underwater, you can control the hook,

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however you want.

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You have the mechanic of hooking the fish on the fish bites.

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You can hook it so that it's caught in the hook.

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You have the reeling in mechanic where

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you try to pull the fish out up.

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And then you have selling the fish you got and buying your upgrades.

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Second, like Anselery note here,

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maybe have the sinker related to deeper,

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it's related to deeper water.

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Why not have bigger fish and deeper water

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so that you have to upgrade your sinker

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and your fishing line as well, right?

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I mean, it's just like a small thought,

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but again, you guys are doing a great job.

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Don't worry about me.

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I'm excited to see the game.

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Okay, so this is the brush type for this game

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as Muhammad was saying.

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This is the Hulk or the main character for this game.

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We control the Hulk down and up and right.

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This is the fish.

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When we get near to it, it's catch it.

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When we catch it, obviously bring it to the boat or, you know.

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So it's not pretty much showing case,

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but this is the, you know, first demo.

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Basically, that's it.