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Trapper
A Clichéd and comic tale following the adventures of renowned monster hunter
Clovis D. Vandertrap and his womanising sidekick – An inanimate rabbit’s foot
named William.
Playstation 3
Table of Contents
1.0 Overview ........................................................................................................................................... 3
1.1 Key themes/ ambience/ attitude ................................................................................................. 3
1.2 Game Story outline ....................................................................................................................... 3
1.3 Overall Game flow ........................................................................................................................ 4
1.4 World ............................................................................................................................................ 4
1.5 Non player characters ................................................................................................................... 5
1.6 Time and space ............................................................................................................................. 5
2.0 Interface ............................................................................................................................................ 6
2.1 Camera .......................................................................................................................................... 6
2.2 Game Interface ............................................................................................................................. 7
2.3 Menu Screen ................................................................................................................................. 7
2.4 Select menu .................................................................................................................................. 8
2.5 Controls ......................................................................................................................................... 9
2.6 Player Feedback ............................................................................................................................ 9
3.0 Player Statistics and abilities ........................................................................................................... 10
3.1 The player character: .................................................................................................................. 10
3.2 Character Statistics: .................................................................................................................... 10
3.3 Player Abilities............................................................................................................................. 12
4.0 Monetary system ............................................................................................................................ 13
4.1 How to get money....................................................................................................................... 13
4.2 What to spend money on ........................................................................................................... 13
4.3 Warehouse system...................................................................................................................... 13
4.4 Inventory system......................................................................................................................... 13
5.0 Experience and character progression ........................................................................................... 14
6.0 Combat system ............................................................................................................................... 16
6.1 Melee Attacks ............................................................................................................................. 16
6.2 Ranged attacks ............................................................................................................................ 17
6.3 Combos ....................................................................................................................................... 17
6.4 Traps and Status effects .............................................................................................................. 18
7.0 Items ............................................................................................................................................... 19
7.1 Healing pills ................................................................................................................................. 19
7.2 Trap components ........................................................................................................................ 20
7.3 Weapons ..................................................................................................................................... 20
7.4 Armor .......................................................................................................................................... 22
7.5 Enhancement Materials .............................................................................................................. 23
7.6 Misc Items ................................................................................................................................... 23
8.0 Enhancement system ...................................................................................................................... 24
9.0 Demon Power and Trap system (magic) ......................................................................................... 25
10.0 Missions ........................................................................................................................................ 27
11.0 Enemies ......................................................................................................................................... 29
12.0 Area Specifics: ............................................................................................................................... 31
1.0 Overview
When reading through his father’s journal one afternoon Clovis notices a passage aimed specifically
at him which states that ‘a friend’ lies within a false bottom of the chest. After some examination
Clovis managed to unlock the false bottom to find nothing but a rabbit’s foot necklace. Equipping the
necklace he instantly starts to hear a voice in his head, the voice explains that his name is William an
ancient roman general and demon hunter who shaped his father into the best hunter to have
existed. After Telling Clovis that his father was murdered by an almost omnipotent demon named
Etrigan, he explains that he himself was his father’s insurance policy and has been instructed to train
Clovis and prepare him to face Etrigan.
After Completing his first mission for the Holy Order Clovis is aged 18, the youngest certified
monster hunter of all time. He is now able to accept missions from the Holy Order and other various
sources. Monsters are running rife and the task of tracking seven of the most powerful falls to Clovis,
who is prepared to do anything for information regarding Etrigan.
Against advice from William who claims he isn’t ready, Clovis heads off in search of ‘The Mummy’.
After wading through its lackeys like cannon fodder an arrogant Clovis finally comes face to face with
Mummy itself, although he soon finds out that this is a different enemy entirely. On the precipice of
defeat, about to be struck down, Clovis consumed by searing anger reaches for The Mummy...it
instantly combusts and is blown to pieces.
Afterwards William explains that Clovis has Etrigan’s blood within him as it was secretly fed to him
and a number of children by the demon himself as a child. William and his father didn’t know how
this would affect Clovis, now they do ... Clovis is half Demon.
After hunting down the 5 remaining monsters and gaining strength as he goes Clovis is now stronger
than ever, with Demon Powers and The Holy Order at his disposal he hunts down the final piece of
the puzzle, A rogue hunter named Dr. Millard Rush. After discovering his demonic blood can be used
against him Clovis decides to train himself resist holy magic, doing this earns him the attention of
other hunters and angelic like creatures. Now as well as having hell spawn, demons and monsters to
contend with he also has the forces of good in his way... deciding that he is too close to his target to
be deterred he continues by any means necessary.
Coming face to face with Etrigan, Clovis discovers that he isn’t a demon at all and actually a cast
down angel who drinks demon blood to remain hidden. This makes Clovis some kind unnatural
abomination to both sides, a risk. After Killing Etrigan, content with his act of deicide Clovis retires to
try and live a life without being hunted... at least for a little while.
The missions will insure that the player will have raised at least 5 levels every two chapters. Learning
a trap in-between and cumulating on Clovis learning a new Demon power at the end of every second
chapter. Overall the game will have ten chapters eight of them ending in a boss fight.
The Mummy
Nosferatu
Dr. Jekyl
Jack the Ripper
Frankenstein’s Monster (Skin)
Dracula
Dr. Millard Rush (Rogue Holy Order)
Etrigan (Final boss)
1.4 World
The world of Trapper is loosely based on the 18th century, somewhat Van Hellsing-esque, plagued
with monsters ghosts and a whole host of supernatural goings on. All in all there are 6 different cities
to visit and explore, each with their own feel and very own classic villain. From 18th century England
to Transylvania the player hunt monsters and complete missions to further his goal. Travel from
location to location will be done using a quick travel where the player can select the desired location
from the world map.
Bascom Wallace:
An older hunter and Clovis’ mentor and guardian, you have known Bascom from an early age and
care for him deeply. He’s obsessed with modifying his equipment for no other reason than that he
can; refusing to explain the thought process behind these modifications he makes a joke out of it.
From time to time he will relay missions to be completed for The Holy Order.
The Blacksmiths:
Found within every port of call ‘The Blacksmiths’ run a successful equipment enhancement business.
For a reasonable price they will enhance your equipment with any stones you have found. You can
access the enhancement window by initiating dialog with this character.
Usually found in possession of pills, weapons, armor and if asked nicely a number of trap
components such as blood vials and rock salt. Everything you need can be bought from these dealers
which can be found in every town city and village.
William:
An ancient roman general and demon hunter whose soul is trapped in an inanimate rabbit’s foot.
Constantly sarcastic, womanising and doubtful it’s lucky that the only person to hear him is Clovis,
although he does have his uses. As an ex demon hunter and roman general he has skills to teach
Clovis as he progresses.
Examples:
Space within the game is measured in meters and applied in many abilities such as ranged
attacks and demon powers.
Time in trapper is measured in seconds, the grand pentacle trap paralyses for a duration of
12 seconds and a purple pill has a cool down of 60 seconds.
2.0 Interface
2.1 Camera
The majority of the game will stick to an over the shoulder 3rd person perspective as shown below.
However when there are special skill to be applied, such as a devil trap or AoE attack the camera will
switch to an isometric view enabling you to quickly decide where to place it.
Avatar: Shows the players avatar (Clovis) which will show different levels of injury in relation
to the health bar.
Health Bar: Anytime the player takes damage from melee combat, explosions, or magic, the
health bar depletes and the screen darkens in relation to amount of health remaining.
Demon power: When the player uses any demon power DP is deducted from this bar, much
like mana.
Mini map: Used to navigate different areas. Points of interest are marked with different
icons.
Skill Bar: This shows the currently assigned skills and powers plus their corresponding d-pad
buttons.
XP bar: Shows the amount of XP required for the player to reach the next level
Skill bar
Xp bar
Game Title
Resume
New game
Load Game
Options
Background Picture
Credits
Inventory: This screen will show and image of the character, his stats and everything
contained in your inventory. This is where you will spend your earned attributes each level.
Journal: The journal will contain information on current quests, weaknesses of known
monsters and strategies on how to defeat them.
Area/world map: will contain a map of the players current area and a map of the overall
game world.
Dp/Traps: Contains information on your Devil powers and traps also explains how they can
be combined, allows you assign these abilities to the d-pad.
Character Inventory
stats/image
Inventory
Journal
Area/word map
DP/Traps
2.5 Controls
The control system will allow for seamless interaction between Ranged, Melee and Magic type
combat. Enabling the player to integrate the three into combo attacks.
Auditory feedback:
Low on mana: When Clovis is low on mana and does not have enough to use the desired
demon power he will inform the player in a sarcastic and funny manner.
Near death: when Clovis is badly injured either he or William will let the player know.
Blocking an attack: When a player blocks an attack you will hear *ting* deflection noise.
Type of attack: Different types of attack will have different noises, if the player hears the
swish of an arrow they know they are being attacked at range.
Visual feedback:
Avatar/screen feedback: As the health bar depletes the avatar will appear more injured and
the screen will darken to give the illusion of fainting.
Target: A circle around the enemy’s feet will show who the player is targeting.
Block: If an attack is successfully blocked, a flash of sparks from the melee weapon will show
this.
Knockback: if they player is hit with a particularly damaging attack, they will suffer a
knockback effect.
Vibrational feedback:
Charge attack: When the player uses a charge attack the controller will go through stages of
vibration. When this is at its strongest, the attack is fully charged.
Knockback: When the players suffers an attack that causes knockback, the controller will
vibrate violently.
Demon Powers: When certain powerful demon powers are used, the controller will vibrate
in relation to their effect.
Combos: When combos are activated the controller will vibrate in accordance to their effect.
History:
As a boy Clovis was a perfectly normal child, his father on the other hand... not so much. A Paragon
of his kind Halvar Vandertrap was the best monster hunter in existence, until he bit off more than
even he could chew. He had learned that most powerful of demons, Etrigan, had been feeding
selected children his blood while they slept and Clovis was one of them. Not long after this discovery
Clovis came home one day to find his family had been murdered, he was immediately taken into
care by Bascom Wallace of the Holy Order and gifted with a chest that his father left for him.
Through the Holy Order Clovis was trained to be the monster hunter he is today.
Strength – measures the character's physical prowess, and directly affects the damage a character
deals in physical combat. It also contributes to the accuracy of melee attacks.
Willpower – represents health and resilience. Higher willpower directly increases the amount of
damage a character can take before falling on the battlefield. Willpower also represents a
character's determination and mental fortitude. With a high willpower, the character can use demon
powers more frequently.
Intelligence – represent the characters ability to memorise and research different devil . A higher
intelligence will lead to more devil traps being memorised before a mission.
Increases amount of devil traps memorised by 0.2 for each point purchased.
Prerequisite for and devil traps.
Agility – is a measure of reflexes, and balance. Higher agility improves the character’s chances to hit,
makes the character more likely to dodge incoming blows, and contributes to the damage dealt by
ranged weapons such as crossbows.
Increases attack score in melee combat by 0.5 for each point purchased.
Increases attack score in ranged combat by 1 for each point purchased.
Increases armor rating by 0.5 for each point purchased.
Increases physical resistance by 0.5 for each point purchased.
Prerequisite for ranged weapons.
Armor Rating – represents how hard the character is to hit. This number is determined by armor
worn and the characters agility score.
Attack Score – represents the roll modifier when attempting to hit a target.
Physical resistance – represents the roll modifier when trying to resist an enemy skill that may result
in knockback or knockdown.
Running: The player can run instead of walking by pressing in the R3 button to toggle
between running and walking.
Blocking: The player can attempt to block by holding the X button, this will give the player a
+5 modifier to his armor rating.
Evade: While blocking the player can move the analogue stick in any direction to perform a
quick dodge, this increases the players +5 blocking modifier to +8. This takes time to recover
from.
Melee attack: The player can use the square and triangle buttons to initiate a melee attack,
there are two types of attack, fast attacks which do less damage and strong attacks which
are slow but do heavy damage.
Ranged attacks: The player can use ranged weapons to attack enemies from afar, L1 is used
to aim and R1 used to fire the weapon.
Demon power/traps: Clovis can use his demon powers or devil traps by pressing the
assigned d-pad buttons.
Lock on: The player can lock on to an enemy to make combat easier by using the R1 button
while not aiming a ranged weapon.
Context sensitive actions: throughout missions the player will be required to open doors,
examine and climb etc. This can be done when a context sensitive action appears on the
screen, they can be activated by pressing the X button.
This is a universal currency within the game and can be used anywhere to purchase weapons,
potions etc.
Weapons.
Armor.
Accessories.
Potions.
Items.
Space: the warehouse system will have 50 storage slots, items take up one slot and
duplicate items can be stacked.
Cost: it costs 1 silver to store an item, which is paid when the item is taken out of the
warehouse.
Clovis grows in strength as he gains experience during his quest to exact revenge upon Etrigan.
Experience can be gained from completing missions and turning them in to the mission giver.
Experience will not be given for killing monsters enabling the player to choose how he completes the
mission objectives.
As Clovis gains experience, he will level up, gaining additional combos, demon powers and stat
points. In addition, he will be able to wield more powerful weapons and wear higher quality armor.
The maximum level in game is 25 and the player will receive 3 stat points every level to spend on
strength, willpower, intelligence and agility.
The graph shows the exponential curve of the experience system. This curve insures that the player
is constantly challenged throughout the game. The first 7 levels are all within 20k experience; these
can be considered the tutorial levels where the player is still learning.
After that levels per 20k experience decrease to 3 between levels 7 and 16 this can be considered
mid game where the player character will have access to mid game items and skills. From that point
onward the player will receive 2 levels per 20k until level 24 and 25 which are the hardest to obtain
but unlock the best abilities.
A successful light melee attack would be (19+22) vs. (11+25) the amount of damage the monster
would receive depends on the weapon and strength so (41+11.90) would mean that the monster
would take 53 damage. If this were a successful heavy attack the weapon damage would be doubled
and the monster would take 67 damage.
Action Shoot
Type Ranged attack
Target Enemy
Success (d20+attack score) vs. (d20+armor rating + range)
DP cost 0
Range Any
Effect (Agility + ranged weapon damage) damage to target
Notes This is a standard ranged attack. It works much like a melee attack but with a range
penalty.
This attack works the same as a melee attack but uses agility for the damage modifier and suffers a
range penalty of 5 for every 10 meters. If an enemy is 30 meters away the formula would read
(d20+attack score) vs. (d20+armor rating + 10).
6.3 Combos
These are activated by using attacks in succession and add modifiers to damage or status if
executed correctly. For example:
This combo lets the player add half their strength modifier to an otherwise willpower governed
attack. The first 4 attacks are counted as melee attacks and are a prerequisite to activating the
combo. After these attacks the player character fires an explosive fireball at point blank range which
cannot be dodged.
The damage is calculated as above, for example (32 + 15 + (41/2)) with these stats the Demon Fire
combo would equate to 67 fire damage. If this combo were used against an ice type creature the
damage would equate to 100.
Paralyse: This renders the victim completely helpless and unable to move for the
duration unless they resist due to a physical resistance check.
Blocking: if blocking is occurring armor receives a +5 boost.
Hexed: This gives the victim a -25% penalty to their attack bonus and also increases
the modifier of elemental attacks against them by +25%.
Weakened: This halves the strength modifier when using melee attacks.
Poisoned: Depending on the strength of the poison the victim will take damage
every 5 seconds. This can be resisted (intelligence vs. Physical resistance).
Stunned: The enemy is stunned for 3 seconds, unable to act. This can be resisted
with a physical resistance check (Str vs. Physical resistance).
Knockback: The victim is knocked back interrupting their action. Resisted using a
physical resistance check (Str vs. Physical resistance).
7.0 Items
When the player decides to use a pill it will take 2 second for the avatar to reach into his pouch and
the consume the pill.
Examples:
Examples:
7.3 Weapons
There are two basic types of weapons within Trapper, melee weapons and ranged weapons.
Examples:
The broad sword: A general two-edged blade popular from the 6th century onward. Ranging in
length from 30" to 42" in length and weights around 1.3kg, they were the pinnacle of medieval
European sword technology. An agile fighting weapon capable of delivering dismembering cuts
without being slow or clumsy.
Bascom’s Revolver: This is a 6 chamber revolver once used by Bascom of the Holy Order. It has a
distinct bronze finish with two barrels which fire simultaneously; because of this it requires reloading
every three shots. The double barrel feature gives it a chance to stun the enemy, years of care and
modification from Bascom has made it easier to use giving a +3 bonus to agility. When Clovis asked
about his double barrel modification he replied “I put a gun on my gun, so I can shoot while I shoot”.
The Skin Hammer: Wielded by Frankenstein’s monster who had taken the Skin for his own. The
hammer is a heavy melee weapon covered in badly stitched skin harvested from his victims, because
of its size it grants +10 physical resistance and a 15% chance of stunning the enemy.
7.4 Armor
There are 4 areas where the player can equip armor in trapper.
Head
Hands
Torso
Feet
For each area you can equip armor which will add to the overall armor rating of the character, if a
matching suit is equipped the player receives extra bonuses.
Examples:
Hunters Hat: A hat given to hunters from the Holy Order after completion of their first official
mission. If worn with the hunters Jacket, boots and gloves the player receives a +10 attack score
bonus
Armored Duster: A leather duster jacket with chainmail in the seams, it looks like a normal Jacket
but is extremely heavy. The weight of the jacket adds to the players physical resistance, making him
harder to knockdown and stun.
Bascom’s Trapper gloves: A pair of armoured gloves used by Bascom of the Holy Order. Renowned
for modifying his equipment these gloves can half the time it takes to use Devil’s traps due to the
dispenser built into the wrist. When Clovis asked about his glove modification he replied “I put a
glove on my glove, so I can draw while I draw”.
Flawed Stones.
Clear Stones.
Flawless Stones.
Example:
The enhancement system within trapper is centred around stones that can be socketed into your
weapons and armor. Once these stones are part of the weapon they exhibit special qualities such as
a burning blade that would inflict fire damage. There are three grades of stones within Trapper:
Flawed stones.
Clear stones.
Flawless stones.
Each weapon within the game has 2 enhancement slots which can each be filled with one stone.
Armor on the other hand only has 1 enhancement slot which can be filled, this is due to the fact you
can wear more pieces of armor than you can wield weapons.
The weapons are enhanced by taking them to a blacksmith NPC, he will then present you with the
enhancement screen where you place your stones and weapon. Once you have placed the desired
stone in the slot you press confirm and your weapon/armor has been enhanced.
Confirm
Stone Stone
Weapon
Inventory
Cost
There is a cost associated with enhancing your weapons however, the price is directly related to the
quality of weapon you want enhanced, and the quality of stones you wish to use. The level
requirement of the equipment you want upgraded directly effects the cost. Enhancing a sword with
a level requirement of 20 using one flawless stone would cost 35 gold.
Example:
Flawed – 5 gold
Clear - 10 gold
Flawless – 15 gold
Level req. – 1 level = 1 gold (level 20 sword = 20 gold)
The system will have an elemental circle of four as shown below. Each element will have a weakness
and strength. For example fire is strong against water but weak against wind. This weakness is
shown by enhancing the damage of said strengths by 50% and reducing the damage dealt by 50% if
the element is weak.
Example:
Examples
There are 5 demon powers and 4 traps which are unlocked at key points within the game. However
these powers can be combined by casting them on or within traps for a completely different effect.
When this happens both the power and the trap are consumed.
Example: Demon fire + Grand Pentacle Trap = paralysis to all enemies within 20 meters.
10.0 Missions
Missions in trapper are the only source of experience points within the game; this is to enable the
player to go about fulfilling the mission objectives however they please and avoid any uninteresting
‘grinding’.
The missions flow much like a supply and demand system, there are NPC’s out there that need
monsters slaying, people rescued and items retrieved. For a reward and a chance to better your
skills, you’re the person for the jobs.
The main mission string follows those given by the holy order in your quest to find Etrigan, They
follow the 6 classic monsters and villains each with their own city and area filled with side quests to
explore.
Example:
Description
Marla Singer a hysterical woman by the side of the road screaming at passers by for help. Once
calms down she explains that her house is haunted and the ghost has taken her only son captive.
Marla wants you to go to the house, defeat the ghost escort her son back to her. In return for this
she is willing to part with her late husband’s silver crossbow, a weapon that would surely be useful.
Description
Jimmy is a business man, leather tanner by trade. Like any business man he needs to transport his
goods to make a profit, after explaining to you that werewolves have been attacking trade caravans
on his route, he offers you the job of exterminating them. Willing to pay you 5 gold and make you a
nice pair of werewolf skin boots with the pelts collected.
Bascom Wallace of the Holy Order tasked with giving you the orders he could not fulfil himself. The
Order has heard of a possible lead involving Etrigan in Transylvania. It is believed that an ancient
vampire known as Dracula may hold a clue to his whereabouts; you are to travel to Transylvania and
follow up this lead, helping the town’s people while you are there. If you complete your task return
to Order headquarters for reassignment.
11.0 Enemies
The enemies within Trapper are mostly supernatural in origin, from ghosts and demons to vampires
and werewolves. They are all weak or strong to certain attacks and elements, whether it’s a ghost
weak to fire or a vampire being strong against melee attacks.
Examples
Description
The werewolf is a fierce creature, which was once human, suffering from an irreversible curse very
few werewolves ever retain their humanity. Werewolves are weak to silver and constantly
regenerate at a rate for 10% max hp every 10 seconds.
Description
A ghost is a spirit that has not been able to move on and over time has become filled with hatred
lashing out at the living. Ghosts are weak to earth powers and are incorporeal which means that
melee attack against them have a 50% chance of failure.
Description
The Shape shifter is victim to a genetic disorder, not necessarily hostile and can be reasoned with.
Enemy shape shifters make for a dangerous enemy however, able to take almost any shape you
need a keen eye to spot a shifter when he doesn’t want to be seen. Shape shifters are weak to fire
powers and can be completely invisible until they initiate the first attack.
Shops
Quests: being the starting area in Transylvania there are three quests.