<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://studiogrow.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jacob</id>
	<title>Studio Grow Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://studiogrow.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jacob"/>
	<link rel="alternate" type="text/html" href="https://studiogrow.org/wiki/Special:Contributions/Jacob"/>
	<updated>2026-05-15T11:25:46Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.31.1</generator>
	<entry>
		<id>https://studiogrow.org/w/index.php?title=Template:Infobox_person&amp;diff=855</id>
		<title>Template:Infobox person</title>
		<link rel="alternate" type="text/html" href="https://studiogrow.org/w/index.php?title=Template:Infobox_person&amp;diff=855"/>
		<updated>2014-06-22T09:22:45Z</updated>

		<summary type="html">&lt;p&gt;Jacob: Created page with &amp;quot;&amp;lt;div style=&amp;quot;float: right&amp;quot;&amp;gt;  &amp;lt;table border=1&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;  &amp;lt;b&amp;gt;{{{name}}}&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt; {{{title}}}&amp;lt;br&amp;gt; &amp;lt;i&amp;gt;{{{species}}}&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt; &amp;lt;i&amp;gt;{{{origin}}}&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt; {{{image}}}  &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;  &amp;lt;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=1&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;{{{name}}}&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{{title}}}&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;{{{species}}}&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;{{{origin}}}&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{{image}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jacob</name></author>
		
	</entry>
	<entry>
		<id>https://studiogrow.org/w/index.php?title=Grumble&amp;diff=854</id>
		<title>Grumble</title>
		<link rel="alternate" type="text/html" href="https://studiogrow.org/w/index.php?title=Grumble&amp;diff=854"/>
		<updated>2014-06-22T09:22:32Z</updated>

		<summary type="html">&lt;p&gt;Jacob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox person&lt;br /&gt;
|name = Jane&lt;br /&gt;
|title = Major&lt;br /&gt;
|species = Human&lt;br /&gt;
|origin = Earth&lt;br /&gt;
|image = [[File:grumbleMini.png|frame|Grumble  symbol]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Test}}&lt;br /&gt;
&lt;br /&gt;
'''Tier 3'''&lt;br /&gt;
&lt;br /&gt;
'''Path:'''  2 x Power&lt;br /&gt;
&lt;br /&gt;
'''Role:''' Defense&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Grumbles are massive, hulking carnivores with powerful arms and jaws. They’re incredibly dumb and react to things very slowly, spending most of their time snoozing. They act like parents in the Nom growth tree, looking after baby Noms and helping them grow by vomiting up food.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They spend most of their time snoozing but when they’re awake they’re forces of destruction, crushing enemies and environment alike in search of food. They attack with giant, swinging arms, body slams or worst of all, simply picking up food and enemies and shoving them into their mouths. Once they catch an enemy in their mouths, they chew on them to deal damage until their prey manages to break free. Grumbles also squish most enemies they fall on top of.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Despite this fearful strength, their tremendous weight causes them to move very slowly and they have trouble catching up to prey. This also makes them an easy target for other species like Toot or Dart. They’re also quite easy-going and don’t often harm others intentionally, usually catching others creatures by accident whilst searching for food.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Grumbles typically walk on two legs but often return to four-legged movement; when on four legs they move much faster but take more damage. Just like Growls, Grumbles sink in water. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Attack  Form: ===&lt;br /&gt;
Physical attacks with mid-to-close range.&lt;br /&gt;
&lt;br /&gt;
=== Primary: Thump === &lt;br /&gt;
Grumble's primary method of attack is a massive swing of an arm that causes great damage to anyone unlucky enough to be hit. These swings create medium knockback.&lt;br /&gt;
&lt;br /&gt;
Planned: Consistent use of this attack will eventually cause Grumble to begin a 'Ground Thump' attack, which involves him slamming the ground repeatedly. This causes damage in a wide area around Grumble and may stun enemies. &lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
A Grumble constantly eats in order to develop fat stores but also to show it's strength. Generally speaking, the fatter a Grumble the higher its position in its group. Thinner Grumbles will often avoid fatter ones. A great deal of this fat is stored in the arms and hardened over time, resulting in arms that are more like thick logs. They have powerful arm muscles which allow them to lift their incredibly heavy arms.&lt;br /&gt;
&lt;br /&gt;
=== Ability 1: Vacuum === &lt;br /&gt;
A Grumble is capable of inhaling massive amounts of air, creating a vacuum affect that pulls in other creatures. When the creatures are close enough, a Grumble can attack with deadly gnashing of its powerful jaws. Grumbles generally switch to all fours during this ability in order to better brace themselves. &lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
Unlike most creatures, Grumbles are able to both inhale and exhale simultaneously. This is thanks to minute holes in their spiral plumage that act almost like nostrils, releasing and taking in air. This is no doubt an evolutionary development designed to allow them maximum use of their mouth for the purposes of both eating and attacking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Details: ==&lt;br /&gt;
&lt;br /&gt;
'''Size:'''  Large&lt;br /&gt;
&lt;br /&gt;
'''Speed:''' 600&lt;br /&gt;
&lt;br /&gt;
'''Attack power:''' High&lt;br /&gt;
&lt;br /&gt;
'''Attack  rate:''' 5&lt;br /&gt;
&lt;br /&gt;
'''Health:''' 300&lt;br /&gt;
&lt;br /&gt;
'''Climb:''' No&lt;br /&gt;
&lt;br /&gt;
'''Swim:'''  No &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Grumble.jpg|thumb|800px|centre|Grumble model]]&lt;/div&gt;</summary>
		<author><name>Jacob</name></author>
		
	</entry>
	<entry>
		<id>https://studiogrow.org/w/index.php?title=Grumble&amp;diff=853</id>
		<title>Grumble</title>
		<link rel="alternate" type="text/html" href="https://studiogrow.org/w/index.php?title=Grumble&amp;diff=853"/>
		<updated>2014-06-22T09:17:04Z</updated>

		<summary type="html">&lt;p&gt;Jacob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox website&lt;br /&gt;
|name            = DIY Aquaponics&lt;br /&gt;
|logo            = [[File:diy_logo.png|48px|DIY logo]]&lt;br /&gt;
|logocaption     = DIY logo&lt;br /&gt;
|collapsible     = yes&lt;br /&gt;
|caption         = Detail of DIY Aquaponics.&lt;br /&gt;
|url             = [http://www.diyaquaponics.com/ www.diyaquaponics.com]&lt;br /&gt;
|slogan          = ''Feed the World''&lt;br /&gt;
|commercial      = No&lt;br /&gt;
|type            = [[Internet Aquaponic project]]&lt;br /&gt;
|registration    = Optional&lt;br /&gt;
|language        = English language&lt;br /&gt;
|content license = [[GNU Free Documentation License]]&lt;br /&gt;
|owner           = [[DIY Aquaponics, Inc.]]&lt;br /&gt;
|author          = [[Chris O'Brian]]&lt;br /&gt;
|launch date     = {{Start date|2005|07|27}}&lt;br /&gt;
|current status  = Online&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:grumbleMini.png|frame|Grumble  symbol]]&lt;br /&gt;
&lt;br /&gt;
{{Test}}&lt;br /&gt;
&lt;br /&gt;
'''Tier 3'''&lt;br /&gt;
&lt;br /&gt;
'''Path:'''  2 x Power&lt;br /&gt;
&lt;br /&gt;
'''Role:''' Defense&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Grumbles are massive, hulking carnivores with powerful arms and jaws. They’re incredibly dumb and react to things very slowly, spending most of their time snoozing. They act like parents in the Nom growth tree, looking after baby Noms and helping them grow by vomiting up food.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They spend most of their time snoozing but when they’re awake they’re forces of destruction, crushing enemies and environment alike in search of food. They attack with giant, swinging arms, body slams or worst of all, simply picking up food and enemies and shoving them into their mouths. Once they catch an enemy in their mouths, they chew on them to deal damage until their prey manages to break free. Grumbles also squish most enemies they fall on top of.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Despite this fearful strength, their tremendous weight causes them to move very slowly and they have trouble catching up to prey. This also makes them an easy target for other species like Toot or Dart. They’re also quite easy-going and don’t often harm others intentionally, usually catching others creatures by accident whilst searching for food.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Grumbles typically walk on two legs but often return to four-legged movement; when on four legs they move much faster but take more damage. Just like Growls, Grumbles sink in water. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Attack  Form: ===&lt;br /&gt;
Physical attacks with mid-to-close range.&lt;br /&gt;
&lt;br /&gt;
=== Primary: Thump === &lt;br /&gt;
Grumble's primary method of attack is a massive swing of an arm that causes great damage to anyone unlucky enough to be hit. These swings create medium knockback.&lt;br /&gt;
&lt;br /&gt;
Planned: Consistent use of this attack will eventually cause Grumble to begin a 'Ground Thump' attack, which involves him slamming the ground repeatedly. This causes damage in a wide area around Grumble and may stun enemies. &lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
A Grumble constantly eats in order to develop fat stores but also to show it's strength. Generally speaking, the fatter a Grumble the higher its position in its group. Thinner Grumbles will often avoid fatter ones. A great deal of this fat is stored in the arms and hardened over time, resulting in arms that are more like thick logs. They have powerful arm muscles which allow them to lift their incredibly heavy arms.&lt;br /&gt;
&lt;br /&gt;
=== Ability 1: Vacuum === &lt;br /&gt;
A Grumble is capable of inhaling massive amounts of air, creating a vacuum affect that pulls in other creatures. When the creatures are close enough, a Grumble can attack with deadly gnashing of its powerful jaws. Grumbles generally switch to all fours during this ability in order to better brace themselves. &lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
Unlike most creatures, Grumbles are able to both inhale and exhale simultaneously. This is thanks to minute holes in their spiral plumage that act almost like nostrils, releasing and taking in air. This is no doubt an evolutionary development designed to allow them maximum use of their mouth for the purposes of both eating and attacking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Details: ==&lt;br /&gt;
&lt;br /&gt;
'''Size:'''  Large&lt;br /&gt;
&lt;br /&gt;
'''Speed:''' 600&lt;br /&gt;
&lt;br /&gt;
'''Attack power:''' High&lt;br /&gt;
&lt;br /&gt;
'''Attack  rate:''' 5&lt;br /&gt;
&lt;br /&gt;
'''Health:''' 300&lt;br /&gt;
&lt;br /&gt;
'''Climb:''' No&lt;br /&gt;
&lt;br /&gt;
'''Swim:'''  No &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Grumble.jpg|thumb|800px|centre|Grumble model]]&lt;/div&gt;</summary>
		<author><name>Jacob</name></author>
		
	</entry>
	<entry>
		<id>https://studiogrow.org/w/index.php?title=Template:Test&amp;diff=852</id>
		<title>Template:Test</title>
		<link rel="alternate" type="text/html" href="https://studiogrow.org/w/index.php?title=Template:Test&amp;diff=852"/>
		<updated>2014-06-22T09:16:36Z</updated>

		<summary type="html">&lt;p&gt;Jacob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SUPER DUPER AWESOME TRANSCLUSION&lt;/div&gt;</summary>
		<author><name>Jacob</name></author>
		
	</entry>
	<entry>
		<id>https://studiogrow.org/w/index.php?title=Template:Test&amp;diff=851</id>
		<title>Template:Test</title>
		<link rel="alternate" type="text/html" href="https://studiogrow.org/w/index.php?title=Template:Test&amp;diff=851"/>
		<updated>2014-06-22T09:16:12Z</updated>

		<summary type="html">&lt;p&gt;Jacob: Created page with &amp;quot;{{SUPER DUPER AWESOME TRANSCLUSION}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SUPER DUPER AWESOME TRANSCLUSION}}&lt;/div&gt;</summary>
		<author><name>Jacob</name></author>
		
	</entry>
	<entry>
		<id>https://studiogrow.org/w/index.php?title=Template:Infobox_website&amp;diff=850</id>
		<title>Template:Infobox website</title>
		<link rel="alternate" type="text/html" href="https://studiogrow.org/w/index.php?title=Template:Infobox_website&amp;diff=850"/>
		<updated>2014-06-22T09:11:58Z</updated>

		<summary type="html">&lt;p&gt;Jacob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
| title   = {{{websitename|{{{name|&amp;lt;includeonly&amp;gt;{{PAGENAME}}&amp;lt;/includeonly&amp;gt; }}} }}}&lt;br /&gt;
| titlestyle = padding-bottom:0.2em&lt;br /&gt;
| image    = {{#invoke:InfoboxImage|InfoboxImage|image={{{websitelogo|{{{logo|}}} }}}|size={{{logo_size|}}}|sizedefault=250px|alt={{{logo_alt|}}}}}&lt;br /&gt;
| caption  = {{{logocaption|}}}&lt;br /&gt;
| image2   = {{#if:{{{collapsible|}}}|{{hidden begin|title={{{collapsetext|Screenshot}}}|titlestyle=text-align:center|bodystyle=text-align:center}}}}{{#invoke:InfoboxImage|InfoboxImage|image={{{screenshot|}}}|size={{{screenshot_size|}}}|sizedefault=300px|alt={{{screenshot_alt|}}}}}&lt;br /&gt;
| caption2 = {{{caption|}}}{{#if:{{{collapsible|}}}|{{hidden end}}}}&lt;br /&gt;
| labelstyle = padding:0.1em 0.65em 0.1em 0;line-height:1.2em&lt;br /&gt;
| label1   = [[Uniform resource locator|Web address]]&lt;br /&gt;
| data1    = {{{url|}}}&lt;br /&gt;
| label2   = [[Slogan]]&lt;br /&gt;
| data2    = {{{slogan|}}}&lt;br /&gt;
| label3   = Commercial?&lt;br /&gt;
| data3    = {{{commercial|}}}&lt;br /&gt;
| label4   = Type of site&lt;br /&gt;
| data4    = {{{type|}}}&lt;br /&gt;
| label5   = Registration&lt;br /&gt;
| data5    = {{{reg|{{{registration|}}} }}}&lt;br /&gt;
| label6   = Available in&lt;br /&gt;
| data6    = {{{language|}}}&lt;br /&gt;
| label7   = [[Registered user|Users]]&lt;br /&gt;
| data7    = {{{num_users|}}}&lt;br /&gt;
| label8   = Content license&lt;br /&gt;
| data8    = {{{content_license|{{{content license|}}} }}}&lt;/div&gt;</summary>
		<author><name>Jacob</name></author>
		
	</entry>
	<entry>
		<id>https://studiogrow.org/w/index.php?title=Template:Infobox_website&amp;diff=849</id>
		<title>Template:Infobox website</title>
		<link rel="alternate" type="text/html" href="https://studiogrow.org/w/index.php?title=Template:Infobox_website&amp;diff=849"/>
		<updated>2014-06-22T09:07:05Z</updated>

		<summary type="html">&lt;p&gt;Jacob: Created page with &amp;quot;{{Infobox website | name                 =  | logo                 =  | logocaption          =  | screenshot           =  | collapsible          =  | collapsetext         =  |...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox website&lt;br /&gt;
| name                 = &lt;br /&gt;
| logo                 = &lt;br /&gt;
| logocaption          = &lt;br /&gt;
| screenshot           = &lt;br /&gt;
| collapsible          = &lt;br /&gt;
| collapsetext         = &lt;br /&gt;
| caption              = &lt;br /&gt;
| url                  = &amp;lt;!-- {{URL|www.example.com}} --&amp;gt;&lt;br /&gt;
| slogan               = &lt;br /&gt;
| commercial           = &lt;br /&gt;
| type                 = &lt;br /&gt;
| registration         = &lt;br /&gt;
| language             = &lt;br /&gt;
| num_users            = &lt;br /&gt;
| content_license      = &lt;br /&gt;
| programming language = &lt;br /&gt;
| owner                = &lt;br /&gt;
| author               = &lt;br /&gt;
| editor               = &lt;br /&gt;
| launch_date          = &amp;lt;!-- {{Start date and age|YYYY|MM|DD|df=yes/no}} --&amp;gt;&lt;br /&gt;
| revenue              = &lt;br /&gt;
| alexa                = &amp;lt;!-- {{increase}} {{steady]} {{decrease}} [http://www.alexa.com/siteinfo/example.com ##] (US/Global, MM/YYYY) --&amp;gt;&lt;br /&gt;
| ip                   = &lt;br /&gt;
| current_status       = &lt;br /&gt;
| footnotes            = &lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Jacob</name></author>
		
	</entry>
	<entry>
		<id>https://studiogrow.org/w/index.php?title=Infobox_website&amp;diff=848</id>
		<title>Infobox website</title>
		<link rel="alternate" type="text/html" href="https://studiogrow.org/w/index.php?title=Infobox_website&amp;diff=848"/>
		<updated>2014-06-22T09:06:05Z</updated>

		<summary type="html">&lt;p&gt;Jacob: Created page with &amp;quot;{{Infobox website | name                 =  | logo                 =  | logocaption          =  | screenshot           =  | collapsible          =  | collapsetext         =  |...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox website&lt;br /&gt;
| name                 = &lt;br /&gt;
| logo                 = &lt;br /&gt;
| logocaption          = &lt;br /&gt;
| screenshot           = &lt;br /&gt;
| collapsible          = &lt;br /&gt;
| collapsetext         = &lt;br /&gt;
| caption              = &lt;br /&gt;
| url                  = &amp;lt;!-- {{URL|www.example.com}} --&amp;gt;&lt;br /&gt;
| slogan               = &lt;br /&gt;
| commercial           = &lt;br /&gt;
| type                 = &lt;br /&gt;
| registration         = &lt;br /&gt;
| language             = &lt;br /&gt;
| num_users            = &lt;br /&gt;
| content_license      = &lt;br /&gt;
| programming language = &lt;br /&gt;
| owner                = &lt;br /&gt;
| author               = &lt;br /&gt;
| editor               = &lt;br /&gt;
| launch_date          = &amp;lt;!-- {{Start date and age|YYYY|MM|DD|df=yes/no}} --&amp;gt;&lt;br /&gt;
| revenue              = &lt;br /&gt;
| alexa                = &amp;lt;!-- {{increase}} {{steady]} {{decrease}} [http://www.alexa.com/siteinfo/example.com ##] (US/Global, MM/YYYY) --&amp;gt;&lt;br /&gt;
| ip                   = &lt;br /&gt;
| current_status       = &lt;br /&gt;
| footnotes            = &lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Jacob</name></author>
		
	</entry>
	<entry>
		<id>https://studiogrow.org/w/index.php?title=Grumble&amp;diff=847</id>
		<title>Grumble</title>
		<link rel="alternate" type="text/html" href="https://studiogrow.org/w/index.php?title=Grumble&amp;diff=847"/>
		<updated>2014-06-22T09:03:29Z</updated>

		<summary type="html">&lt;p&gt;Jacob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox website&lt;br /&gt;
|name            = DIY Aquaponics&lt;br /&gt;
|logo            = [[File:diy_logo.png|48px|DIY logo]]&lt;br /&gt;
|logocaption     = DIY logo&lt;br /&gt;
|collapsible     = yes&lt;br /&gt;
|caption         = Detail of DIY Aquaponics.&lt;br /&gt;
|url             = [http://www.diyaquaponics.com/ www.diyaquaponics.com]&lt;br /&gt;
|slogan          = ''Feed the World''&lt;br /&gt;
|commercial      = No&lt;br /&gt;
|type            = [[Internet Aquaponic project]]&lt;br /&gt;
|registration    = Optional&lt;br /&gt;
|language        = English language&lt;br /&gt;
|content license = [[GNU Free Documentation License]]&lt;br /&gt;
|owner           = [[DIY Aquaponics, Inc.]]&lt;br /&gt;
|author          = [[Chris O'Brian]]&lt;br /&gt;
|launch date     = {{Start date|2005|07|27}}&lt;br /&gt;
|current status  = Online&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:grumbleMini.png|frame|Grumble  symbol]]&lt;br /&gt;
&lt;br /&gt;
'''Tier 3'''&lt;br /&gt;
&lt;br /&gt;
'''Path:'''  2 x Power&lt;br /&gt;
&lt;br /&gt;
'''Role:''' Defense&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Grumbles are massive, hulking carnivores with powerful arms and jaws. They’re incredibly dumb and react to things very slowly, spending most of their time snoozing. They act like parents in the Nom growth tree, looking after baby Noms and helping them grow by vomiting up food.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They spend most of their time snoozing but when they’re awake they’re forces of destruction, crushing enemies and environment alike in search of food. They attack with giant, swinging arms, body slams or worst of all, simply picking up food and enemies and shoving them into their mouths. Once they catch an enemy in their mouths, they chew on them to deal damage until their prey manages to break free. Grumbles also squish most enemies they fall on top of.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Despite this fearful strength, their tremendous weight causes them to move very slowly and they have trouble catching up to prey. This also makes them an easy target for other species like Toot or Dart. They’re also quite easy-going and don’t often harm others intentionally, usually catching others creatures by accident whilst searching for food.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Grumbles typically walk on two legs but often return to four-legged movement; when on four legs they move much faster but take more damage. Just like Growls, Grumbles sink in water. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Attack  Form: ===&lt;br /&gt;
Physical attacks with mid-to-close range.&lt;br /&gt;
&lt;br /&gt;
=== Primary: Thump === &lt;br /&gt;
Grumble's primary method of attack is a massive swing of an arm that causes great damage to anyone unlucky enough to be hit. These swings create medium knockback.&lt;br /&gt;
&lt;br /&gt;
Planned: Consistent use of this attack will eventually cause Grumble to begin a 'Ground Thump' attack, which involves him slamming the ground repeatedly. This causes damage in a wide area around Grumble and may stun enemies. &lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
A Grumble constantly eats in order to develop fat stores but also to show it's strength. Generally speaking, the fatter a Grumble the higher its position in its group. Thinner Grumbles will often avoid fatter ones. A great deal of this fat is stored in the arms and hardened over time, resulting in arms that are more like thick logs. They have powerful arm muscles which allow them to lift their incredibly heavy arms.&lt;br /&gt;
&lt;br /&gt;
=== Ability 1: Vacuum === &lt;br /&gt;
A Grumble is capable of inhaling massive amounts of air, creating a vacuum affect that pulls in other creatures. When the creatures are close enough, a Grumble can attack with deadly gnashing of its powerful jaws. Grumbles generally switch to all fours during this ability in order to better brace themselves. &lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
Unlike most creatures, Grumbles are able to both inhale and exhale simultaneously. This is thanks to minute holes in their spiral plumage that act almost like nostrils, releasing and taking in air. This is no doubt an evolutionary development designed to allow them maximum use of their mouth for the purposes of both eating and attacking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Details: ==&lt;br /&gt;
&lt;br /&gt;
'''Size:'''  Large&lt;br /&gt;
&lt;br /&gt;
'''Speed:''' 600&lt;br /&gt;
&lt;br /&gt;
'''Attack power:''' High&lt;br /&gt;
&lt;br /&gt;
'''Attack  rate:''' 5&lt;br /&gt;
&lt;br /&gt;
'''Health:''' 300&lt;br /&gt;
&lt;br /&gt;
'''Climb:''' No&lt;br /&gt;
&lt;br /&gt;
'''Swim:'''  No &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Grumble.jpg|thumb|800px|centre|Grumble model]]&lt;/div&gt;</summary>
		<author><name>Jacob</name></author>
		
	</entry>
	<entry>
		<id>https://studiogrow.org/w/index.php?title=Characters&amp;diff=846</id>
		<title>Characters</title>
		<link rel="alternate" type="text/html" href="https://studiogrow.org/w/index.php?title=Characters&amp;diff=846"/>
		<updated>2014-06-21T14:27:01Z</updated>

		<summary type="html">&lt;p&gt;Jacob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each player begins life as a small, baby creature. In order to grow into a more powerful character they need to eat. &lt;br /&gt;
&lt;br /&gt;
Food is produced by plants that grow all over the levels.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are 3 varieties of food: meat, fruit and sweets. Which food the player consumes will determine which class they grow into. Meat leads to greater power, fruit leads to more skill and sweets leads to increased speed.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:GrowEatingSymbols.png|thumb|400px|centre|Symbols for the different growth paths]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once the player has filled their stomach they can 'grow', advancing their character to the next level of growth. There will be 3 levels of growth: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Tier 1 - Generally very weak, tier 1 species are most at risk of being attacked and killed by enemy players. Though they generally provide little in the way of battle or objective support, they often have unique abilities that are vital to team growth. Tier 1 acts as a replacement to the 'respawn timer' present in most other fast-paced multiplayers, allowing players to jump straight back into the fray. &lt;br /&gt;
 &lt;br /&gt;
* Tier 2 - Not the strongest but certainly the most versatile, tier 2 species can handle a wider range of situations than their fully-grown counter-parts. These species have very useful abilities that take practice to use well. &lt;br /&gt;
&lt;br /&gt;
* Tier 3 - Tier 3 species take a while to reach but generally have higher health, speed and attack power than tier 2 species. Left unchecked, a tier 3 can easily dominate the battlefield. &lt;br /&gt;
&lt;br /&gt;
*PLANNED* Tier 4 - Few players reach tier 4 in any given game. A tier 4 species is remarkably powerful and just one can tip the scales in their team's favour. They're usually only good at one thing, but they're ''very'' good at it.&lt;br /&gt;
&lt;br /&gt;
*PLANNED* Tier 5 or the Special Tier - Special tiers are present only in certain game modes. An example is in the planned 'Golden Idol' game mode, where a player transforms into a massive, powerful creature after eating a rare golden fruit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Players can hybridize the tier 2-3 growth. For example, a player can choose to grow from meat and then sweets, resulting in a character that is both powerful and fast. A player who takes the path of speed as their first growth and then power as their second will have the same level 3 class as someone who takes the path of power and then speed. Thus, there is a total of 10 characters per species &lt;br /&gt;
&lt;br /&gt;
*PLANNED* Tier 4 growth is not affected by the type of food eaten.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Species==&lt;br /&gt;
&lt;br /&gt;
The following is an in-depth run-down of each species that makes up the playable characters in the game. &lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=LDJBUOC9dAw 3D model run-through of 9 species. ]  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Nom]]===&lt;br /&gt;
&lt;br /&gt;
[[File:nomMini.png|frame|Nom symbol]]&lt;br /&gt;
&lt;br /&gt;
'''Slug Form'''&lt;br /&gt;
&lt;br /&gt;
Nom is a tiny, slimy lizard-like creature whose body is almost entirely taken up by a big, hungry mouth. It's a pale green colour with yellow spots and a single tooth popping out of its gums. It slides along the ground and eats food with its giant mouth. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Attack Form:''' Physical, very short range, biting to deal damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Special Ability:''' None.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Growl]]===&lt;br /&gt;
[[File:growlMini.png|frame|Growl symbol]]&lt;br /&gt;
&lt;br /&gt;
'''Creature Form'''&lt;br /&gt;
&lt;br /&gt;
'''Path:''' 1 x Power&lt;br /&gt;
&lt;br /&gt;
Growl is a slimy, four-legged, bouncy little creature with a springy curl on his head and a wagging tail on his bottom. He moves quite slowly and attacks with big chomping jaws and sharp teeth. He can latch onto other creatures and stop them from moving with his surprising weight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Attack Form:''' Physical, short range, bites to deal damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Special Ability:''' Chomp - Growl bites down hard on an enemy, slowing or halting their movement for a while. Growl can't move or attack while he's chomping.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Scamper]]===&lt;br /&gt;
&lt;br /&gt;
[[File:scamperMini.png|frame|Scamper symbol]]&lt;br /&gt;
&lt;br /&gt;
'''Creature Form'''&lt;br /&gt;
&lt;br /&gt;
'''Path:''' 1 x Speed&lt;br /&gt;
&lt;br /&gt;
Scamper is a speedy, jumpy little creature with a long, flowing tail and a bumpy back. He runs around at high speeds, scouting areas with his impressive vision.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Attack Form:''' Physical, mid range, headbutts to deal damage (moves slightly forward)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Special Ability:''' Speed boost - Scamper's speed temporarily doubles, allowing him to escape predators or reach locations quicker. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Newt]]===&lt;br /&gt;
&lt;br /&gt;
[[File:newtMini.png|frame|Newt symbol]]&lt;br /&gt;
&lt;br /&gt;
'''Creature Form'''&lt;br /&gt;
&lt;br /&gt;
'''Path:''' 1 x Skill&lt;br /&gt;
&lt;br /&gt;
Newt is little, wobbly amphibian with tentacles on her head and little legs that don't hold her very high off the ground. She can walk along the bottom of water and travel down special, underwater paths. She constantly releases a unique chemical that heals nearby allies. She shoots little blobs of goo at enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Attack Form:''' Range, long range, shoots from mouth to deal damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Special Ability:''' Heal - Passive - Any nearby allies are slowly healed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Grumble]]===&lt;br /&gt;
&lt;br /&gt;
[[File:grumbleMini.png|frame|Grumble symbol]]&lt;br /&gt;
&lt;br /&gt;
'''Beast Form'''&lt;br /&gt;
&lt;br /&gt;
'''Path:''' 2 x Power&lt;br /&gt;
&lt;br /&gt;
Grumble is a massive, hulking and altogether unintelligent monster. His bouncy, fatty hide protects him from attacks, making him very difficult to take down. As he moves the ground shakes with enormous 'thuds'. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Attack Form:''' Physical, mid range, bites to attack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Special Ability:''' Dinner Time - Grumble lazily opens his mouth and begins inhaling powerfully. Any nearby creatures in front of Grumble's mouth are sucked in and eaten and have to respawn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Dart]]===&lt;br /&gt;
&lt;br /&gt;
[[File:dartMini.png|frame|Dart symbol]]&lt;br /&gt;
&lt;br /&gt;
'''Beast Form'''&lt;br /&gt;
&lt;br /&gt;
'''Path:''' 2 x Speed&lt;br /&gt;
&lt;br /&gt;
Dart is super fast lizard with a long tail and a colourful crest that covers his eyes. Unlike Scamper, he's incredibly relaxed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Attack Form:''' Physical, mid range, headbutts to attack&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
'''Special Ability:''' Camouflage - Dart becomes temporarily invisible from enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Bubbles]]===&lt;br /&gt;
&lt;br /&gt;
[[File:bubblesMini.png|frame|Bubbles symbol]]&lt;br /&gt;
&lt;br /&gt;
'''Beast Form'''&lt;br /&gt;
&lt;br /&gt;
'''Path:''' 2 x Skill&lt;br /&gt;
&lt;br /&gt;
Bubbles is a large, floating fish-like amphibian with long tentacles and tiny, unused feet. She moves slowly on land but can move at a reasonable pace underwater. She can swim freely and fires large blobs of goo at enemies. She releases a powerful chemical that makes other creatures feel strong. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Attack Form:''' Ranged, very long range, shoots from mouth to attack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Special Ability:''' Invigorate - Allies near Bubbles have their attack power increased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Toot]]===&lt;br /&gt;
&lt;br /&gt;
[[File:Tootmini.png|frame|Toot symbol]]&lt;br /&gt;
&lt;br /&gt;
'''Beast Form'''&lt;br /&gt;
&lt;br /&gt;
'''Path:''' 1 x Skill + 1 x Speed&lt;br /&gt;
&lt;br /&gt;
One of the smallest beasts, Toot is a short lizard with a gun-shaped mouth and a spiky crest. He moves at a reasonable speed and can climb up rock faces and trees. He's also capable of walking underwater. He does a lot of damage to distant enemies by shooting tiny bones out of his mouth at his enemies. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Attack Form:''' Ranged, very long range, shoots from mouth to attack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Special Ability:''' Sharp Shoot - Toot takes a few seconds to breath in and fires a powerful shot that hits a creature's vital points, dealing great damage.   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Pokey]]===&lt;br /&gt;
&lt;br /&gt;
[[File:pokeyMini.png|frame|Pokey symbol]]&lt;br /&gt;
&lt;br /&gt;
'''Beast Form'''&lt;br /&gt;
&lt;br /&gt;
'''Path:''' 1 x Speed + 1 x Power&lt;br /&gt;
&lt;br /&gt;
Pokey is a large, dopey four-legged monster with horns and many curly tails. She bounds at high speeds through levels and does devastating damage when she hits, unfortunately she has a slow attack rate. &lt;br /&gt;
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'''Attack Form:''' Physical, short range, head thrash to attack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Special Ability:''' Charge - Pokey lowers her horns and charges forward at full speed, covering a lot of distance. She can't be stopped while the ability is in effect unless she's killed and any creatures caught in her path are knocked back and heavily damaged.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Spiral]]===&lt;br /&gt;
&lt;br /&gt;
[[File:spiralMini.png|frame|Spiral symbol]]&lt;br /&gt;
&lt;br /&gt;
'''Beast Form'''&lt;br /&gt;
&lt;br /&gt;
'''Path:''' 1 x Skill + 1 x Power&lt;br /&gt;
&lt;br /&gt;
Spiral is a large, shy creature hiding in a massive shell. The shell is heavy and she can't move fast at all, fortunately the shell provides her with impressive defense. She fires massive blobs of exploding goo from a cannon-like spout on her head. She can't move when she's firing, however, so she has to sit down inside her shell to attack.   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Attack Form:''' Ranged, long range, fires blobs of goo from cannon on shell to attack, blobs do area damage when they hit (like a grenade)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Special Ability:''' Camp - Spiral drops her shell and pops out her cannon, preventing her from moving but allowing her to attack. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Combat|Combat Information]]==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Size !! Land Speed !! Water Speed !! Attack Power !! Attack Cooldown !! Attack Speed !! Ability Power !! Ability Cooldown !! Ability Speed !! Health !! Climb !! Swim&lt;br /&gt;
|-&lt;br /&gt;
| Nom || Small || 1 || N/A || 1 || 1 || Fast || N/A || N/A || N/A || 1 || {{No}} || {{No}}&lt;br /&gt;
|-&lt;br /&gt;
| Growl || Medium || 2 || N/A || 5 || 4 || Medium || 10 || N/A || Medium || 5 || {{No}} || {{No}}&lt;br /&gt;
|-&lt;br /&gt;
| Scamper || Medium || 6 || N/A || 2 || 4 || Fast || N/A || N/A || N/A || 2 || {{Yes}} || {{Yes|Yes (Float)}}&lt;br /&gt;
|-&lt;br /&gt;
| Newt || Medium || 3 || 3 || 2 || 3 || Slow || N/A || N/A || N/A || 2 || {{No}} || {{Yes|Yes (Swim)}}&lt;br /&gt;
|-&lt;br /&gt;
| Grumble || Large || 2 || N/A || 10 || 5 || Slow || N/A || N/A || N/A || 15 || {{No}} || {{No}}&lt;br /&gt;
|-&lt;br /&gt;
| Dart || Medium || 15 || N/A || 4 || 10 || Medium || N/A || N/A || N/A || 3 || {{Yes}} || {{Yes|Yes (Float)}}&lt;br /&gt;
|-&lt;br /&gt;
| Bubbles || Large || 3 || 10 || 2 || 4 || Slow || N/A || N/A || N/A || 8 || {{No}} || {{Yes|Yes (Swim)}}&lt;br /&gt;
|-&lt;br /&gt;
| Toot || Medium || 10 || N/A || 5 || 3 || Slow || N/A || N/A || N/A || 2 || {{Yes}} || {{No}}&lt;br /&gt;
|-&lt;br /&gt;
| Pokey || Medium || 10 || N/A || 15 || 5 || Slow || N/A || N/A || N/A || 5 || {{No}} || {{No}}&lt;br /&gt;
|-&lt;br /&gt;
| Spiral || Medium || 2 || N/A || 20 || 2 || Medium || N/A || N/A || N/A || 15 || {{No}} || {{No}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Growth Chart==&lt;br /&gt;
[[File:GrowthChart.jpg|thumb|800px|centre|Symbols for the different growth paths]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
'''This is how we originally were going to break up the classes. It is somewhat redundant now.'''&lt;br /&gt;
&lt;br /&gt;
Grow features 6 classes of characters for players to grow into: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Guardian - 2 x power''': A Guardian, as its name suggests, is  useful at defending areas. It is capable of taking and dishing out large  amounts of damage.  &lt;br /&gt;
&lt;br /&gt;
: &lt;br /&gt;
&lt;br /&gt;
:It is  restricted by slower move speeds but is well suited to defense. A  Guardian is titanic in scale, and not easily taken down. Guardian  abilities focus on disabling and taking out enemies that get too close.   &lt;br /&gt;
&lt;br /&gt;
: &lt;br /&gt;
&lt;br /&gt;
: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Specialist  - 2 x skill''': Specialists are experts who focus on immobilizing  enemies and helping team mates. They have long range attack capability  but lack the power or agility to be effective attackers,    &lt;br /&gt;
&lt;br /&gt;
: &lt;br /&gt;
&lt;br /&gt;
:preferring to support team mates. Their abilities  are very unique e.g. healing and laying traps. &lt;br /&gt;
&lt;br /&gt;
: &lt;br /&gt;
&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Speedster  - 2 x speed''': The speedster is best suited to completeing objectives  rather than combat.  &lt;br /&gt;
&lt;br /&gt;
: &lt;br /&gt;
&lt;br /&gt;
:At close  range he is capable of holding his own, darting quickly past attacks and  chipping away at the enemy, but at medium to long range he falls to  pieces.  &lt;br /&gt;
&lt;br /&gt;
: &lt;br /&gt;
&lt;br /&gt;
:His movement speed is  superior to that of the other classes, however he is easier to take down  than the others. His abilities focus on dodging, moving quickly and  scouting. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Charger - 1 x  speed + 1 x power''': The charger is most useful for pushing the front  lines. With relatively high defenses, decent speed and devastating,  close-range attack power, chargers are essential for  &lt;br /&gt;
&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
: clearing through enemy defenses. They are a true threat to guardians though often succumb to speedsters. Their abilities focus on full-powered, frontal assaults. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: '''Tank - 1 x skill + 1 x power''': Overall, tanks are quite immobile. They don't move fast or jump high, but they can climb and are expert at long range. They're at their best set up somewhere hard to reach, dealing damage to enemies from a safe distance. They work together exceptionally well with guardians, and quite well with chargers. They're abilities focus on short bursts of high-powered medium to long range damage.   &lt;br /&gt;
&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Sneaker - 1  x skill + 1 x speed''': The sneaker acts like a sniper, capable of  dealing great damage at long range, but inneffective a close quarter  combat.  &lt;br /&gt;
&lt;br /&gt;
: &lt;br /&gt;
&lt;br /&gt;
:They have special  abilities that allow them to escape pursuers. They are useful in setting  up strategic offensive strikes, able to remove key targets quickly.  &lt;br /&gt;
&lt;br /&gt;
:&lt;/div&gt;</summary>
		<author><name>Jacob</name></author>
		
	</entry>
	<entry>
		<id>https://studiogrow.org/w/index.php?title=Grumble&amp;diff=845</id>
		<title>Grumble</title>
		<link rel="alternate" type="text/html" href="https://studiogrow.org/w/index.php?title=Grumble&amp;diff=845"/>
		<updated>2014-06-18T11:27:55Z</updated>

		<summary type="html">&lt;p&gt;Jacob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:grumbleMini.png|frame|Grumble  symbol]]&lt;br /&gt;
&lt;br /&gt;
'''Tier 3'''&lt;br /&gt;
&lt;br /&gt;
'''Path:'''  2 x Power&lt;br /&gt;
&lt;br /&gt;
'''Role:''' Defense&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Grumbles are massive, hulking carnivores with powerful arms and jaws. They’re incredibly dumb and react to things very slowly, spending most of their time snoozing. They act like parents in the Nom growth tree, looking after baby Noms and helping them grow by vomiting up food.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They spend most of their time snoozing but when they’re awake they’re forces of destruction, crushing enemies and environment alike in search of food. They attack with giant, swinging arms, body slams or worst of all, simply picking up food and enemies and shoving them into their mouths. Once they catch an enemy in their mouths, they chew on them to deal damage until their prey manages to break free. Grumbles also squish most enemies they fall on top of.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Despite this fearful strength, their tremendous weight causes them to move very slowly and they have trouble catching up to prey. This also makes them an easy target for other species like Toot or Dart. They’re also quite easy-going and don’t often harm others intentionally, usually catching others creatures by accident whilst searching for food.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Grumbles typically walk on two legs but often return to four-legged movement; when on four legs they move much faster but take more damage. Just like Growls, Grumbles sink in water. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Attack  Form: ===&lt;br /&gt;
Physical attacks with mid-to-close range.&lt;br /&gt;
&lt;br /&gt;
=== Primary: Thump === &lt;br /&gt;
Grumble's primary method of attack is a massive swing of an arm that causes great damage to anyone unlucky enough to be hit. These swings create medium knockback.&lt;br /&gt;
&lt;br /&gt;
Planned: Consistent use of this attack will eventually cause Grumble to begin a 'Ground Thump' attack, which involves him slamming the ground repeatedly. This causes damage in a wide area around Grumble and may stun enemies. &lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
A Grumble constantly eats in order to develop fat stores but also to show it's strength. Generally speaking, the fatter a Grumble the higher its position in its group. Thinner Grumbles will often avoid fatter ones. A great deal of this fat is stored in the arms and hardened over time, resulting in arms that are more like thick logs. They have powerful arm muscles which allow them to lift their incredibly heavy arms.&lt;br /&gt;
&lt;br /&gt;
=== Ability 1: Vacuum === &lt;br /&gt;
A Grumble is capable of inhaling massive amounts of air, creating a vacuum affect that pulls in other creatures. When the creatures are close enough, a Grumble can attack with deadly gnashing of its powerful jaws. Grumbles generally switch to all fours during this ability in order to better brace themselves. &lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
Unlike most creatures, Grumbles are able to both inhale and exhale simultaneously. This is thanks to minute holes in their spiral plumage that act almost like nostrils, releasing and taking in air. This is no doubt an evolutionary development designed to allow them maximum use of their mouth for the purposes of both eating and attacking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Details: ==&lt;br /&gt;
&lt;br /&gt;
'''Size:'''  Large&lt;br /&gt;
&lt;br /&gt;
'''Speed:''' 600&lt;br /&gt;
&lt;br /&gt;
'''Attack power:''' High&lt;br /&gt;
&lt;br /&gt;
'''Attack  rate:''' 5&lt;br /&gt;
&lt;br /&gt;
'''Health:''' 300&lt;br /&gt;
&lt;br /&gt;
'''Climb:''' No&lt;br /&gt;
&lt;br /&gt;
'''Swim:'''  No &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Grumble.jpg|thumb|800px|centre|Grumble model]]&lt;/div&gt;</summary>
		<author><name>Jacob</name></author>
		
	</entry>
	<entry>
		<id>https://studiogrow.org/w/index.php?title=The_Team&amp;diff=827</id>
		<title>The Team</title>
		<link rel="alternate" type="text/html" href="https://studiogrow.org/w/index.php?title=The_Team&amp;diff=827"/>
		<updated>2012-07-14T12:30:03Z</updated>

		<summary type="html">&lt;p&gt;Jacob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
===Andey===&lt;br /&gt;
Probably less good than Jacob.&lt;br /&gt;
&lt;br /&gt;
===Jacob===&lt;br /&gt;
Probably better than John.&lt;br /&gt;
&lt;br /&gt;
===John===&lt;br /&gt;
Probably the poopiest person on the team.&lt;br /&gt;
&lt;br /&gt;
===Tim===&lt;br /&gt;
Resident programmer for the group.&lt;br /&gt;
Prior experience in BASIC, Visual Basic, C, C++, Javascript, Java, PHP, HTML, CSS.&lt;/div&gt;</summary>
		<author><name>Jacob</name></author>
		
	</entry>
	<entry>
		<id>https://studiogrow.org/w/index.php?title=Bugs&amp;diff=819</id>
		<title>Bugs</title>
		<link rel="alternate" type="text/html" href="https://studiogrow.org/w/index.php?title=Bugs&amp;diff=819"/>
		<updated>2012-03-30T11:05:49Z</updated>

		<summary type="html">&lt;p&gt;Jacob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==BUGS==&lt;br /&gt;
&lt;br /&gt;
Bubbles' projectile is way too small. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tunnels inaccessible. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
No texture on cute team on first spawn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hit collisions need fixing (hitting rocks underwater etc.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Newt's attack did no damage to John as a Nom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WHY IS TOOT SO FAST?! AND SO DROWNY&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can 'attack' your own team. They flash red and all that but they don't take damage. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Goomba stomp can kill your own team members&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== REMINDERS ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Need projectile indicator&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Grumble needs a new walk animation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nom needs an attack animation&lt;/div&gt;</summary>
		<author><name>Jacob</name></author>
		
	</entry>
	<entry>
		<id>https://studiogrow.org/w/index.php?title=Bugs&amp;diff=817</id>
		<title>Bugs</title>
		<link rel="alternate" type="text/html" href="https://studiogrow.org/w/index.php?title=Bugs&amp;diff=817"/>
		<updated>2012-03-30T11:01:25Z</updated>

		<summary type="html">&lt;p&gt;Jacob: Created page with &amp;quot;==BUGS==  Bubbles' projectile is way too small.    Tunnels inaccessible.    No texture on cute team on first spawn.   Hit collisions need fixing (hitting rocks underwater etc....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==BUGS==&lt;br /&gt;
&lt;br /&gt;
Bubbles' projectile is way too small. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tunnels inaccessible. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
No texture on cute team on first spawn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hit collisions need fixing (hitting rocks underwater etc.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Newt's attack did no damage to John as a Nom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WHY IS TOOT SO FAST?!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can 'attack' your own team. They flash red and all that but they don't take damage. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Goomba stomp can kills your own team members&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== REMINDERS ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Need projectile indicator&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Grumble needs a new walk animation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nom needs an attack animation&lt;/div&gt;</summary>
		<author><name>Jacob</name></author>
		
	</entry>
	<entry>
		<id>https://studiogrow.org/w/index.php?title=To_Do&amp;diff=816</id>
		<title>To Do</title>
		<link rel="alternate" type="text/html" href="https://studiogrow.org/w/index.php?title=To_Do&amp;diff=816"/>
		<updated>2012-03-23T05:14:53Z</updated>

		<summary type="html">&lt;p&gt;Jacob: /* Friday 30th 2012 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Deadlines ==&lt;br /&gt;
&lt;br /&gt;
=== Friday 30th 2012 ===&lt;br /&gt;
&lt;br /&gt;
HUD programming and new assets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A great deal of balancing needs to be completed on this day. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Check on jumping animations, is it working? How to do it better?&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Friday 4th May 2012 ===&lt;br /&gt;
&lt;br /&gt;
Deep conversation on the goals of the game and where we will be uploading/submitting the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Friday 25th May 2012 ===&lt;br /&gt;
&lt;br /&gt;
Game ready for extensive playtesting and being uploaded to the internet (modDB?) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Things to do ==&lt;br /&gt;
&lt;br /&gt;
=== Balance ===&lt;br /&gt;
&lt;br /&gt;
Size&lt;br /&gt;
&lt;br /&gt;
Speed&lt;br /&gt;
&lt;br /&gt;
Jump Height&lt;br /&gt;
&lt;br /&gt;
Attack Power&lt;br /&gt;
&lt;br /&gt;
Attack Rate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Website ===&lt;br /&gt;
&lt;br /&gt;
ANDEY MAKE WEBSITE!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Title &amp;amp; Splashscreen ===&lt;br /&gt;
&lt;br /&gt;
Either '''Jacob''' or '''John''''s sister has to redo the title. &lt;br /&gt;
&lt;br /&gt;
'''Jacob''' has to create a new splashscreen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Menu ===&lt;br /&gt;
&lt;br /&gt;
'''Tim''' and/or '''Andey''' need to have a look at changing the menu, at least by getting rid of all UT art and making a basic shell.&lt;br /&gt;
&lt;br /&gt;
'''Jacob''' will create menu designs. &lt;br /&gt;
&lt;br /&gt;
'''Jacob''', '''Andey''' and '''John''' then need to create new menu assets. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SFX ===&lt;br /&gt;
&lt;br /&gt;
'''Andey''' needs to create special effects for all the super attacks. These include:&lt;br /&gt;
&lt;br /&gt;
Growl - Exploding sound waves&lt;br /&gt;
Grumble - Tornado of air&lt;br /&gt;
Scamper - Glowing flow (leaves a trail when Scamper runs)&lt;br /&gt;
Dart - Turns invisible, should there be a small radiation of colour?&lt;br /&gt;
Newt - Pink sparkly field&lt;br /&gt;
Bubbles - Purple sparkly field&lt;br /&gt;
Toot - Giant goopy ball projectile (dark green?)&lt;br /&gt;
Spiral - Another kind of goopy ball&lt;br /&gt;
Pokey - A glowing similar to Scampers'&lt;br /&gt;
&lt;br /&gt;
=== Animations ===&lt;br /&gt;
&lt;br /&gt;
'''Jacob''' needs to relook at animations.&lt;br /&gt;
New walk animations (especially for Grumble), more super moves, look at jumping etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== HUD ===&lt;br /&gt;
&lt;br /&gt;
'''Tim''' work on programming from curved bars.&lt;br /&gt;
&lt;br /&gt;
'''Jacob''' work up good version of design in photoshop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Networking ===&lt;br /&gt;
&lt;br /&gt;
'''Tim''' ensure internet play is easy and accessible for players.&lt;br /&gt;
&lt;br /&gt;
Lots of playtesting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== New level ===&lt;br /&gt;
&lt;br /&gt;
'''John''' have a think about cool assets to include (e.g. Grow totems, treasure chest, ship wreck)and think about how we'd create them well. &lt;br /&gt;
&lt;br /&gt;
'''Jacob''' draw up a draft of the level in Photoshop.&lt;/div&gt;</summary>
		<author><name>Jacob</name></author>
		
	</entry>
	<entry>
		<id>https://studiogrow.org/w/index.php?title=To_Do&amp;diff=815</id>
		<title>To Do</title>
		<link rel="alternate" type="text/html" href="https://studiogrow.org/w/index.php?title=To_Do&amp;diff=815"/>
		<updated>2012-03-23T05:14:44Z</updated>

		<summary type="html">&lt;p&gt;Jacob: /* Friday 30th 2012 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Deadlines ==&lt;br /&gt;
&lt;br /&gt;
=== Friday 30th 2012 ===&lt;br /&gt;
&lt;br /&gt;
HUD programming and new assets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A great deal of balancing needs to be completed on this day. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Check on jumping animations, is it working? How to do it better?&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Friday 4th May 2012 ===&lt;br /&gt;
&lt;br /&gt;
Deep conversation on the goals of the game and where we will be uploading/submitting the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Friday 25th May 2012 ===&lt;br /&gt;
&lt;br /&gt;
Game ready for extensive playtesting and being uploaded to the internet (modDB?) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Things to do ==&lt;br /&gt;
&lt;br /&gt;
=== Balance ===&lt;br /&gt;
&lt;br /&gt;
Size&lt;br /&gt;
&lt;br /&gt;
Speed&lt;br /&gt;
&lt;br /&gt;
Jump Height&lt;br /&gt;
&lt;br /&gt;
Attack Power&lt;br /&gt;
&lt;br /&gt;
Attack Rate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Website ===&lt;br /&gt;
&lt;br /&gt;
ANDEY MAKE WEBSITE!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Title &amp;amp; Splashscreen ===&lt;br /&gt;
&lt;br /&gt;
Either '''Jacob''' or '''John''''s sister has to redo the title. &lt;br /&gt;
&lt;br /&gt;
'''Jacob''' has to create a new splashscreen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Menu ===&lt;br /&gt;
&lt;br /&gt;
'''Tim''' and/or '''Andey''' need to have a look at changing the menu, at least by getting rid of all UT art and making a basic shell.&lt;br /&gt;
&lt;br /&gt;
'''Jacob''' will create menu designs. &lt;br /&gt;
&lt;br /&gt;
'''Jacob''', '''Andey''' and '''John''' then need to create new menu assets. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SFX ===&lt;br /&gt;
&lt;br /&gt;
'''Andey''' needs to create special effects for all the super attacks. These include:&lt;br /&gt;
&lt;br /&gt;
Growl - Exploding sound waves&lt;br /&gt;
Grumble - Tornado of air&lt;br /&gt;
Scamper - Glowing flow (leaves a trail when Scamper runs)&lt;br /&gt;
Dart - Turns invisible, should there be a small radiation of colour?&lt;br /&gt;
Newt - Pink sparkly field&lt;br /&gt;
Bubbles - Purple sparkly field&lt;br /&gt;
Toot - Giant goopy ball projectile (dark green?)&lt;br /&gt;
Spiral - Another kind of goopy ball&lt;br /&gt;
Pokey - A glowing similar to Scampers'&lt;br /&gt;
&lt;br /&gt;
=== Animations ===&lt;br /&gt;
&lt;br /&gt;
'''Jacob''' needs to relook at animations.&lt;br /&gt;
New walk animations (especially for Grumble), more super moves, look at jumping etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== HUD ===&lt;br /&gt;
&lt;br /&gt;
'''Tim''' work on programming from curved bars.&lt;br /&gt;
&lt;br /&gt;
'''Jacob''' work up good version of design in photoshop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Networking ===&lt;br /&gt;
&lt;br /&gt;
'''Tim''' ensure internet play is easy and accessible for players.&lt;br /&gt;
&lt;br /&gt;
Lots of playtesting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== New level ===&lt;br /&gt;
&lt;br /&gt;
'''John''' have a think about cool assets to include (e.g. Grow totems, treasure chest, ship wreck)and think about how we'd create them well. &lt;br /&gt;
&lt;br /&gt;
'''Jacob''' draw up a draft of the level in Photoshop.&lt;/div&gt;</summary>
		<author><name>Jacob</name></author>
		
	</entry>
	<entry>
		<id>https://studiogrow.org/w/index.php?title=To_Do&amp;diff=814</id>
		<title>To Do</title>
		<link rel="alternate" type="text/html" href="https://studiogrow.org/w/index.php?title=To_Do&amp;diff=814"/>
		<updated>2012-03-23T05:14:32Z</updated>

		<summary type="html">&lt;p&gt;Jacob: /* Friday 30th 2012 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Deadlines ==&lt;br /&gt;
&lt;br /&gt;
=== Friday 30th 2012 ===&lt;br /&gt;
&lt;br /&gt;
HUD programming and new assets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A great deal of balancing needs to be completed on this day. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Check on jumping animations, is it working? How to do it better?&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Friday 4th May 2012 ===&lt;br /&gt;
&lt;br /&gt;
Deep conversation on the goals of the game and where we will be uploading/submitting the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Friday 25th May 2012 ===&lt;br /&gt;
&lt;br /&gt;
Game ready for extensive playtesting and being uploaded to the internet (modDB?) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Things to do ==&lt;br /&gt;
&lt;br /&gt;
=== Balance ===&lt;br /&gt;
&lt;br /&gt;
Size&lt;br /&gt;
&lt;br /&gt;
Speed&lt;br /&gt;
&lt;br /&gt;
Jump Height&lt;br /&gt;
&lt;br /&gt;
Attack Power&lt;br /&gt;
&lt;br /&gt;
Attack Rate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Website ===&lt;br /&gt;
&lt;br /&gt;
ANDEY MAKE WEBSITE!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Title &amp;amp; Splashscreen ===&lt;br /&gt;
&lt;br /&gt;
Either '''Jacob''' or '''John''''s sister has to redo the title. &lt;br /&gt;
&lt;br /&gt;
'''Jacob''' has to create a new splashscreen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Menu ===&lt;br /&gt;
&lt;br /&gt;
'''Tim''' and/or '''Andey''' need to have a look at changing the menu, at least by getting rid of all UT art and making a basic shell.&lt;br /&gt;
&lt;br /&gt;
'''Jacob''' will create menu designs. &lt;br /&gt;
&lt;br /&gt;
'''Jacob''', '''Andey''' and '''John''' then need to create new menu assets. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SFX ===&lt;br /&gt;
&lt;br /&gt;
'''Andey''' needs to create special effects for all the super attacks. These include:&lt;br /&gt;
&lt;br /&gt;
Growl - Exploding sound waves&lt;br /&gt;
Grumble - Tornado of air&lt;br /&gt;
Scamper - Glowing flow (leaves a trail when Scamper runs)&lt;br /&gt;
Dart - Turns invisible, should there be a small radiation of colour?&lt;br /&gt;
Newt - Pink sparkly field&lt;br /&gt;
Bubbles - Purple sparkly field&lt;br /&gt;
Toot - Giant goopy ball projectile (dark green?)&lt;br /&gt;
Spiral - Another kind of goopy ball&lt;br /&gt;
Pokey - A glowing similar to Scampers'&lt;br /&gt;
&lt;br /&gt;
=== Animations ===&lt;br /&gt;
&lt;br /&gt;
'''Jacob''' needs to relook at animations.&lt;br /&gt;
New walk animations (especially for Grumble), more super moves, look at jumping etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== HUD ===&lt;br /&gt;
&lt;br /&gt;
'''Tim''' work on programming from curved bars.&lt;br /&gt;
&lt;br /&gt;
'''Jacob''' work up good version of design in photoshop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Networking ===&lt;br /&gt;
&lt;br /&gt;
'''Tim''' ensure internet play is easy and accessible for players.&lt;br /&gt;
&lt;br /&gt;
Lots of playtesting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== New level ===&lt;br /&gt;
&lt;br /&gt;
'''John''' have a think about cool assets to include (e.g. Grow totems, treasure chest, ship wreck)and think about how we'd create them well. &lt;br /&gt;
&lt;br /&gt;
'''Jacob''' draw up a draft of the level in Photoshop.&lt;/div&gt;</summary>
		<author><name>Jacob</name></author>
		
	</entry>
	<entry>
		<id>https://studiogrow.org/w/index.php?title=To_Do&amp;diff=813</id>
		<title>To Do</title>
		<link rel="alternate" type="text/html" href="https://studiogrow.org/w/index.php?title=To_Do&amp;diff=813"/>
		<updated>2012-03-23T05:04:55Z</updated>

		<summary type="html">&lt;p&gt;Jacob: /* Friday 30th 2012 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Deadlines ==&lt;br /&gt;
&lt;br /&gt;
=== Friday 30th 2012 ===&lt;br /&gt;
&lt;br /&gt;
HUD programming and new assets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A great deal of balancing needs to be completed on this day. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Check on jumping animations, is it working? How to do it better?&lt;br /&gt;
&lt;br /&gt;
=== Friday 4th May 2012 ===&lt;br /&gt;
&lt;br /&gt;
Deep conversation on the goals of the game and where we will be uploading/submitting the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Friday 25th May 2012 ===&lt;br /&gt;
&lt;br /&gt;
Game ready for extensive playtesting and being uploaded to the internet (modDB?) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Things to do ==&lt;br /&gt;
&lt;br /&gt;
=== Balance ===&lt;br /&gt;
&lt;br /&gt;
Size&lt;br /&gt;
&lt;br /&gt;
Speed&lt;br /&gt;
&lt;br /&gt;
Jump Height&lt;br /&gt;
&lt;br /&gt;
Attack Power&lt;br /&gt;
&lt;br /&gt;
Attack Rate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Website ===&lt;br /&gt;
&lt;br /&gt;
ANDEY MAKE WEBSITE!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Title &amp;amp; Splashscreen ===&lt;br /&gt;
&lt;br /&gt;
Either '''Jacob''' or '''John''''s sister has to redo the title. &lt;br /&gt;
&lt;br /&gt;
'''Jacob''' has to create a new splashscreen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Menu ===&lt;br /&gt;
&lt;br /&gt;
'''Tim''' and/or '''Andey''' need to have a look at changing the menu, at least by getting rid of all UT art and making a basic shell.&lt;br /&gt;
&lt;br /&gt;
'''Jacob''' will create menu designs. &lt;br /&gt;
&lt;br /&gt;
'''Jacob''', '''Andey''' and '''John''' then need to create new menu assets. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SFX ===&lt;br /&gt;
&lt;br /&gt;
'''Andey''' needs to create special effects for all the super attacks. These include:&lt;br /&gt;
&lt;br /&gt;
Growl - Exploding sound waves&lt;br /&gt;
Grumble - Tornado of air&lt;br /&gt;
Scamper - Glowing flow (leaves a trail when Scamper runs)&lt;br /&gt;
Dart - Turns invisible, should there be a small radiation of colour?&lt;br /&gt;
Newt - Pink sparkly field&lt;br /&gt;
Bubbles - Purple sparkly field&lt;br /&gt;
Toot - Giant goopy ball projectile (dark green?)&lt;br /&gt;
Spiral - Another kind of goopy ball&lt;br /&gt;
Pokey - A glowing similar to Scampers'&lt;br /&gt;
&lt;br /&gt;
=== Animations ===&lt;br /&gt;
&lt;br /&gt;
'''Jacob''' needs to relook at animations.&lt;br /&gt;
New walk animations (especially for Grumble), more super moves, look at jumping etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== HUD ===&lt;br /&gt;
&lt;br /&gt;
'''Tim''' work on programming from curved bars.&lt;br /&gt;
&lt;br /&gt;
'''Jacob''' work up good version of design in photoshop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Networking ===&lt;br /&gt;
&lt;br /&gt;
'''Tim''' ensure internet play is easy and accessible for players.&lt;br /&gt;
&lt;br /&gt;
Lots of playtesting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== New level ===&lt;br /&gt;
&lt;br /&gt;
'''John''' have a think about cool assets to include (e.g. Grow totems, treasure chest, ship wreck)and think about how we'd create them well. &lt;br /&gt;
&lt;br /&gt;
'''Jacob''' draw up a draft of the level in Photoshop.&lt;/div&gt;</summary>
		<author><name>Jacob</name></author>
		
	</entry>
	<entry>
		<id>https://studiogrow.org/w/index.php?title=To_Do&amp;diff=812</id>
		<title>To Do</title>
		<link rel="alternate" type="text/html" href="https://studiogrow.org/w/index.php?title=To_Do&amp;diff=812"/>
		<updated>2012-03-23T05:04:23Z</updated>

		<summary type="html">&lt;p&gt;Jacob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Deadlines ==&lt;br /&gt;
&lt;br /&gt;
=== Friday 30th 2012 ===&lt;br /&gt;
&lt;br /&gt;
HUD programming and new assets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A great deal of balancing needs to be completed on this day. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Check on jumping, is it working?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Friday 4th May 2012 ===&lt;br /&gt;
&lt;br /&gt;
Deep conversation on the goals of the game and where we will be uploading/submitting the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Friday 25th May 2012 ===&lt;br /&gt;
&lt;br /&gt;
Game ready for extensive playtesting and being uploaded to the internet (modDB?) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Things to do ==&lt;br /&gt;
&lt;br /&gt;
=== Balance ===&lt;br /&gt;
&lt;br /&gt;
Size&lt;br /&gt;
&lt;br /&gt;
Speed&lt;br /&gt;
&lt;br /&gt;
Jump Height&lt;br /&gt;
&lt;br /&gt;
Attack Power&lt;br /&gt;
&lt;br /&gt;
Attack Rate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Website ===&lt;br /&gt;
&lt;br /&gt;
ANDEY MAKE WEBSITE!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Title &amp;amp; Splashscreen ===&lt;br /&gt;
&lt;br /&gt;
Either '''Jacob''' or '''John''''s sister has to redo the title. &lt;br /&gt;
&lt;br /&gt;
'''Jacob''' has to create a new splashscreen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Menu ===&lt;br /&gt;
&lt;br /&gt;
'''Tim''' and/or '''Andey''' need to have a look at changing the menu, at least by getting rid of all UT art and making a basic shell.&lt;br /&gt;
&lt;br /&gt;
'''Jacob''' will create menu designs. &lt;br /&gt;
&lt;br /&gt;
'''Jacob''', '''Andey''' and '''John''' then need to create new menu assets. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SFX ===&lt;br /&gt;
&lt;br /&gt;
'''Andey''' needs to create special effects for all the super attacks. These include:&lt;br /&gt;
&lt;br /&gt;
Growl - Exploding sound waves&lt;br /&gt;
Grumble - Tornado of air&lt;br /&gt;
Scamper - Glowing flow (leaves a trail when Scamper runs)&lt;br /&gt;
Dart - Turns invisible, should there be a small radiation of colour?&lt;br /&gt;
Newt - Pink sparkly field&lt;br /&gt;
Bubbles - Purple sparkly field&lt;br /&gt;
Toot - Giant goopy ball projectile (dark green?)&lt;br /&gt;
Spiral - Another kind of goopy ball&lt;br /&gt;
Pokey - A glowing similar to Scampers'&lt;br /&gt;
&lt;br /&gt;
=== Animations ===&lt;br /&gt;
&lt;br /&gt;
'''Jacob''' needs to relook at animations.&lt;br /&gt;
New walk animations (especially for Grumble), more super moves, look at jumping etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== HUD ===&lt;br /&gt;
&lt;br /&gt;
'''Tim''' work on programming from curved bars.&lt;br /&gt;
&lt;br /&gt;
'''Jacob''' work up good version of design in photoshop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Networking ===&lt;br /&gt;
&lt;br /&gt;
'''Tim''' ensure internet play is easy and accessible for players.&lt;br /&gt;
&lt;br /&gt;
Lots of playtesting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== New level ===&lt;br /&gt;
&lt;br /&gt;
'''John''' have a think about cool assets to include (e.g. Grow totems, treasure chest, ship wreck)and think about how we'd create them well. &lt;br /&gt;
&lt;br /&gt;
'''Jacob''' draw up a draft of the level in Photoshop.&lt;/div&gt;</summary>
		<author><name>Jacob</name></author>
		
	</entry>
	<entry>
		<id>https://studiogrow.org/w/index.php?title=To_Do&amp;diff=811</id>
		<title>To Do</title>
		<link rel="alternate" type="text/html" href="https://studiogrow.org/w/index.php?title=To_Do&amp;diff=811"/>
		<updated>2012-03-23T05:04:09Z</updated>

		<summary type="html">&lt;p&gt;Jacob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Deadlines ==&lt;br /&gt;
&lt;br /&gt;
=== Friday 30th 2012 ===&lt;br /&gt;
&lt;br /&gt;
HUD programming and new assets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A great deal of balancing needs to be completed on this day. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Check on jumping, is it working?&lt;br /&gt;
&lt;br /&gt;
=== Friday 4th May 2012 ===&lt;br /&gt;
&lt;br /&gt;
Deep conversation on the goals of the game and where we will be uploading/submitting the game.&lt;br /&gt;
&lt;br /&gt;
=== Friday 25th May 2012 ===&lt;br /&gt;
&lt;br /&gt;
Game ready for extensive playtesting and being uploaded to the internet (modDB?) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Things to do ==&lt;br /&gt;
&lt;br /&gt;
=== Balance ===&lt;br /&gt;
&lt;br /&gt;
Size&lt;br /&gt;
&lt;br /&gt;
Speed&lt;br /&gt;
&lt;br /&gt;
Jump Height&lt;br /&gt;
&lt;br /&gt;
Attack Power&lt;br /&gt;
&lt;br /&gt;
Attack Rate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Website ===&lt;br /&gt;
&lt;br /&gt;
ANDEY MAKE WEBSITE!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Title &amp;amp; Splashscreen ===&lt;br /&gt;
&lt;br /&gt;
Either '''Jacob''' or '''John''''s sister has to redo the title. &lt;br /&gt;
&lt;br /&gt;
'''Jacob''' has to create a new splashscreen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Menu ===&lt;br /&gt;
&lt;br /&gt;
'''Tim''' and/or '''Andey''' need to have a look at changing the menu, at least by getting rid of all UT art and making a basic shell.&lt;br /&gt;
&lt;br /&gt;
'''Jacob''' will create menu designs. &lt;br /&gt;
&lt;br /&gt;
'''Jacob''', '''Andey''' and '''John''' then need to create new menu assets. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SFX ===&lt;br /&gt;
&lt;br /&gt;
'''Andey''' needs to create special effects for all the super attacks. These include:&lt;br /&gt;
&lt;br /&gt;
Growl - Exploding sound waves&lt;br /&gt;
Grumble - Tornado of air&lt;br /&gt;
Scamper - Glowing flow (leaves a trail when Scamper runs)&lt;br /&gt;
Dart - Turns invisible, should there be a small radiation of colour?&lt;br /&gt;
Newt - Pink sparkly field&lt;br /&gt;
Bubbles - Purple sparkly field&lt;br /&gt;
Toot - Giant goopy ball projectile (dark green?)&lt;br /&gt;
Spiral - Another kind of goopy ball&lt;br /&gt;
Pokey - A glowing similar to Scampers'&lt;br /&gt;
&lt;br /&gt;
=== Animations ===&lt;br /&gt;
&lt;br /&gt;
'''Jacob''' needs to relook at animations.&lt;br /&gt;
New walk animations (especially for Grumble), more super moves, look at jumping etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== HUD ===&lt;br /&gt;
&lt;br /&gt;
'''Tim''' work on programming from curved bars.&lt;br /&gt;
&lt;br /&gt;
'''Jacob''' work up good version of design in photoshop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Networking ===&lt;br /&gt;
&lt;br /&gt;
'''Tim''' ensure internet play is easy and accessible for players.&lt;br /&gt;
&lt;br /&gt;
Lots of playtesting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== New level ===&lt;br /&gt;
&lt;br /&gt;
'''John''' have a think about cool assets to include (e.g. Grow totems, treasure chest, ship wreck)and think about how we'd create them well. &lt;br /&gt;
&lt;br /&gt;
'''Jacob''' draw up a draft of the level in Photoshop.&lt;/div&gt;</summary>
		<author><name>Jacob</name></author>
		
	</entry>
	<entry>
		<id>https://studiogrow.org/w/index.php?title=To_Do&amp;diff=810</id>
		<title>To Do</title>
		<link rel="alternate" type="text/html" href="https://studiogrow.org/w/index.php?title=To_Do&amp;diff=810"/>
		<updated>2012-03-23T05:03:52Z</updated>

		<summary type="html">&lt;p&gt;Jacob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Deadlines ==&lt;br /&gt;
&lt;br /&gt;
=== Friday 30th 2012 ===&lt;br /&gt;
&lt;br /&gt;
HUD programming and new assets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A great deal of balancing needs to be completed on this day. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Check on jumping, is it working?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Friday 4th May 2012 ===&lt;br /&gt;
&lt;br /&gt;
Deep conversation on the goals of the game and where we will be uploading/submitting the game.&lt;br /&gt;
&lt;br /&gt;
=== Friday 25th May 2012 ===&lt;br /&gt;
&lt;br /&gt;
Game ready for extensive playtesting and being uploaded to the internet (modDB?) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Things to do ==&lt;br /&gt;
&lt;br /&gt;
=== Balance ===&lt;br /&gt;
&lt;br /&gt;
Size&lt;br /&gt;
&lt;br /&gt;
Speed&lt;br /&gt;
&lt;br /&gt;
Jump Height&lt;br /&gt;
&lt;br /&gt;
Attack Power&lt;br /&gt;
&lt;br /&gt;
Attack Rate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Website ===&lt;br /&gt;
&lt;br /&gt;
ANDEY MAKE WEBSITE!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Title &amp;amp; Splashscreen ===&lt;br /&gt;
&lt;br /&gt;
Either '''Jacob''' or '''John''''s sister has to redo the title. &lt;br /&gt;
&lt;br /&gt;
'''Jacob''' has to create a new splashscreen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Menu ===&lt;br /&gt;
&lt;br /&gt;
'''Tim''' and/or '''Andey''' need to have a look at changing the menu, at least by getting rid of all UT art and making a basic shell.&lt;br /&gt;
&lt;br /&gt;
'''Jacob''' will create menu designs. &lt;br /&gt;
&lt;br /&gt;
'''Jacob''', '''Andey''' and '''John''' then need to create new menu assets. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SFX ===&lt;br /&gt;
&lt;br /&gt;
'''Andey''' needs to create special effects for all the super attacks. These include:&lt;br /&gt;
&lt;br /&gt;
Growl - Exploding sound waves&lt;br /&gt;
Grumble - Tornado of air&lt;br /&gt;
Scamper - Glowing flow (leaves a trail when Scamper runs)&lt;br /&gt;
Dart - Turns invisible, should there be a small radiation of colour?&lt;br /&gt;
Newt - Pink sparkly field&lt;br /&gt;
Bubbles - Purple sparkly field&lt;br /&gt;
Toot - Giant goopy ball projectile (dark green?)&lt;br /&gt;
Spiral - Another kind of goopy ball&lt;br /&gt;
Pokey - A glowing similar to Scampers'&lt;br /&gt;
&lt;br /&gt;
=== Animations ===&lt;br /&gt;
&lt;br /&gt;
'''Jacob''' needs to relook at animations.&lt;br /&gt;
New walk animations (especially for Grumble), more super moves, look at jumping etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== HUD ===&lt;br /&gt;
&lt;br /&gt;
'''Tim''' work on programming from curved bars.&lt;br /&gt;
&lt;br /&gt;
'''Jacob''' work up good version of design in photoshop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Networking ===&lt;br /&gt;
&lt;br /&gt;
'''Tim''' ensure internet play is easy and accessible for players.&lt;br /&gt;
&lt;br /&gt;
Lots of playtesting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== New level ===&lt;br /&gt;
&lt;br /&gt;
'''John''' have a think about cool assets to include (e.g. Grow totems, treasure chest, ship wreck)and think about how we'd create them well. &lt;br /&gt;
&lt;br /&gt;
'''Jacob''' draw up a draft of the level in Photoshop.&lt;/div&gt;</summary>
		<author><name>Jacob</name></author>
		
	</entry>
	<entry>
		<id>https://studiogrow.org/w/index.php?title=To_Do&amp;diff=809</id>
		<title>To Do</title>
		<link rel="alternate" type="text/html" href="https://studiogrow.org/w/index.php?title=To_Do&amp;diff=809"/>
		<updated>2012-03-23T05:00:01Z</updated>

		<summary type="html">&lt;p&gt;Jacob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=== Balance ===&lt;br /&gt;
&lt;br /&gt;
Size&lt;br /&gt;
&lt;br /&gt;
Speed&lt;br /&gt;
&lt;br /&gt;
Jump Height&lt;br /&gt;
&lt;br /&gt;
Attack Power&lt;br /&gt;
&lt;br /&gt;
Attack Rate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Website ===&lt;br /&gt;
&lt;br /&gt;
ANDEY MAKE WEBSITE!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Title &amp;amp; Splashscreen ===&lt;br /&gt;
&lt;br /&gt;
Either '''Jacob''' or '''John''''s sister has to redo the title. &lt;br /&gt;
&lt;br /&gt;
'''Jacob''' has to create a new splashscreen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Menu ===&lt;br /&gt;
&lt;br /&gt;
'''Tim''' and/or '''Andey''' need to have a look at changing the menu, at least by getting rid of all UT art and making a basic shell.&lt;br /&gt;
&lt;br /&gt;
'''Jacob''' will create menu designs. &lt;br /&gt;
&lt;br /&gt;
'''Jacob''', '''Andey''' and '''John''' then need to create new menu assets. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SFX ===&lt;br /&gt;
&lt;br /&gt;
'''Andey''' needs to create special effects for all the super attacks. These include:&lt;br /&gt;
&lt;br /&gt;
Growl - Exploding sound waves&lt;br /&gt;
Grumble - Tornado of air&lt;br /&gt;
Scamper - Glowing flow (leaves a trail when Scamper runs)&lt;br /&gt;
Dart - Turns invisible, should there be a small radiation of colour?&lt;br /&gt;
Newt - Pink sparkly field&lt;br /&gt;
Bubbles - Purple sparkly field&lt;br /&gt;
Toot - Giant goopy ball projectile (dark green?)&lt;br /&gt;
Spiral - Another kind of goopy ball&lt;br /&gt;
Pokey - A glowing similar to Scampers'&lt;br /&gt;
&lt;br /&gt;
=== Animations ===&lt;br /&gt;
&lt;br /&gt;
'''Jacob''' needs to relook at animations.&lt;br /&gt;
New walk animations (especially for Grumble), more super moves, look at jumping etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== HUD ===&lt;br /&gt;
&lt;br /&gt;
'''Tim''' work on programming from curved bars.&lt;br /&gt;
&lt;br /&gt;
'''Jacob''' work up good version of design in photoshop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Networking ===&lt;br /&gt;
&lt;br /&gt;
'''Tim''' ensure internet play is easy and accessible for players.&lt;br /&gt;
&lt;br /&gt;
Lots of playtesting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== New level ===&lt;br /&gt;
&lt;br /&gt;
'''John''' have a think about cool assets to include (e.g. Grow totems, treasure chest, ship wreck)and think about how we'd create them well. &lt;br /&gt;
&lt;br /&gt;
'''Jacob''' draw up a draft of the level in Photoshop.&lt;/div&gt;</summary>
		<author><name>Jacob</name></author>
		
	</entry>
	<entry>
		<id>https://studiogrow.org/w/index.php?title=To_Do&amp;diff=808</id>
		<title>To Do</title>
		<link rel="alternate" type="text/html" href="https://studiogrow.org/w/index.php?title=To_Do&amp;diff=808"/>
		<updated>2012-03-23T04:56:38Z</updated>

		<summary type="html">&lt;p&gt;Jacob: Created page with &amp;quot; === Balance ===  Size  Speed  Jump Height  Attack Power  Attack Rate   === Website ===  ANDEY MAKE WEBSITE!    === Title &amp;amp; Splashscreen ===  Either Jacob or John's sister has...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=== Balance ===&lt;br /&gt;
&lt;br /&gt;
Size&lt;br /&gt;
&lt;br /&gt;
Speed&lt;br /&gt;
&lt;br /&gt;
Jump Height&lt;br /&gt;
&lt;br /&gt;
Attack Power&lt;br /&gt;
&lt;br /&gt;
Attack Rate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Website ===&lt;br /&gt;
&lt;br /&gt;
ANDEY MAKE WEBSITE!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Title &amp;amp; Splashscreen ===&lt;br /&gt;
&lt;br /&gt;
Either Jacob or John's sister has to redo the title. &lt;br /&gt;
&lt;br /&gt;
Jacob has to create a new splashscreen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Menu ===&lt;br /&gt;
&lt;br /&gt;
Tim and/or Andey need to have a look at changing the menu, at least by getting rid of all UT art and making a basic shell.&lt;br /&gt;
&lt;br /&gt;
Jacob will create menu designs. &lt;br /&gt;
&lt;br /&gt;
Jacob, Andey and John then need to create new menu assets. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SFX ===&lt;br /&gt;
&lt;br /&gt;
Andey needs to create special effects for all the super attacks. These include:&lt;br /&gt;
&lt;br /&gt;
Growl - Exploding sound waves&lt;br /&gt;
Grumble - Tornado of air&lt;br /&gt;
Scamper - Glowing flow (leaves a trail when Scamper runs)&lt;br /&gt;
Dart - Turns invisible, should there be a small radiation of colour?&lt;br /&gt;
Newt - Pink sparkly field&lt;br /&gt;
Bubbles - Purple sparkly field&lt;br /&gt;
Toot - Giant goopy ball projectile (dark green?)&lt;br /&gt;
Spiral - Another kind of goopy ball&lt;br /&gt;
Pokey - A glowing similar to Scampers'&lt;br /&gt;
&lt;br /&gt;
=== Animations ===&lt;br /&gt;
&lt;br /&gt;
Jacob needs to relook at animations.&lt;br /&gt;
New walk animations (especially for Grumble), more super moves, look at jumping etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== HUD ===&lt;br /&gt;
&lt;br /&gt;
Tim work on programming from curved bars.&lt;br /&gt;
&lt;br /&gt;
Jacob work up good version of design in photoshop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Networking ===&lt;br /&gt;
&lt;br /&gt;
Ensure internet play is easy and accessible for players.&lt;/div&gt;</summary>
		<author><name>Jacob</name></author>
		
	</entry>
	<entry>
		<id>https://studiogrow.org/w/index.php?title=Main_Page&amp;diff=703</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://studiogrow.org/w/index.php?title=Main_Page&amp;diff=703"/>
		<updated>2011-11-14T03:25:23Z</updated>

		<summary type="html">&lt;p&gt;Jacob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== [[Grow]] ==&lt;br /&gt;
&lt;br /&gt;
[[File:grow title.png|thumb|400px|left]]&lt;br /&gt;
&lt;br /&gt;
===Management===&lt;br /&gt;
&lt;br /&gt;
[[Management Plan]]&lt;br /&gt;
&lt;br /&gt;
[[Schedule]]&lt;br /&gt;
&lt;br /&gt;
[http://rainbowprojectiles.com/w/images/2/22/Schedule.png Week-by-week]&lt;br /&gt;
&lt;br /&gt;
===Design===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Characters]]&lt;br /&gt;
&lt;br /&gt;
[[Eggs|Game Goals]]&lt;br /&gt;
&lt;br /&gt;
[[Eating|Eating and Growing]]&lt;br /&gt;
&lt;br /&gt;
[[Combat|Combat]]&lt;br /&gt;
&lt;br /&gt;
[[Level Design|Level Design]]&lt;br /&gt;
&lt;br /&gt;
[[The Asset List|Asset List]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Latest Version: [http://rainbowprojectiles.com/Grow.7z Grow Archive]. Extract to C:\UDK\&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Grow is a PC game that combines hectic, third-person, class-based gameplay, capture the flag team tactics and adorably quirky, Pokemon-inspired creatures to create an undeniably exciting multiplayer experience. In the vein of popular multiplayer games like Team Fortress 2, players help guide their team to victory in a variety of ways and a with a variety of characters.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Players must quickly grow their tiny critters into powerful monsters, eating an abundance of food throughout the level. What food the creature eats will determine what species it becomes, changing its abilities and tactics and leading to constantly changing and unique gameplay. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
The cute critters battle the creepy in an attempt to determine which species strain is worthy of survival. The player must work with their teammates to ensure the safety of their team’s eggs, all the while planning how to raid the enemy’s nest, stealing them for their own. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
It’s not all hack-and-slash in this clash of mighty yet altogether endearing monstrosities, team tactics mean everything in the many tangled paths that make up the vibrant levels.Will you defend, becoming an enormous blob of a monster? Attack the enemy as a giant charging lizard? Scout, darting quickly through tunnels too small for others to enter? Or be the hero who steals the enemy’s last egg? Sprinting, swimming, stealing, skirmishing, strategizing, and cartoon monsters; it doesn’t get much better than this. &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
Addictive, intuitive and steadily replayable, Grow aims to be the next LAN-ready, multiplayer funfest.&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=OhxuK02ENO0 TRAILER]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Scene2.png|thumb|800px|centre|Concept art]]&lt;br /&gt;
&lt;br /&gt;
==Past Projects==&lt;br /&gt;
&lt;br /&gt;
[[Reverie]]&lt;br /&gt;
&lt;br /&gt;
[[Semester 1, 2011]]&lt;/div&gt;</summary>
		<author><name>Jacob</name></author>
		
	</entry>
	<entry>
		<id>https://studiogrow.org/w/index.php?title=Characters&amp;diff=702</id>
		<title>Characters</title>
		<link rel="alternate" type="text/html" href="https://studiogrow.org/w/index.php?title=Characters&amp;diff=702"/>
		<updated>2011-11-14T03:24:20Z</updated>

		<summary type="html">&lt;p&gt;Jacob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Grow features 6 classes of characters for players to grow into: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Guardian - 2 x power''': A Guardian, as its name suggests, is useful at defending areas. It is capable of taking and dishing out large amounts of damage.  &lt;br /&gt;
&lt;br /&gt;
: &lt;br /&gt;
&lt;br /&gt;
:It is restricted by slower move speeds but is well suited to defense. A Guardian is titanic in scale, and not easily taken down. Guardian abilities focus on disabling and taking out enemies that get too close.  &lt;br /&gt;
&lt;br /&gt;
: &lt;br /&gt;
&lt;br /&gt;
: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Specialist - 2 x skill''': Specialists are experts who focus on immobilizing enemies and helping team mates. They have long range attack capability but lack the power or agility to be effective attackers,    &lt;br /&gt;
&lt;br /&gt;
: &lt;br /&gt;
&lt;br /&gt;
:preferring to support team mates. Their abilities are very unique e.g. healing and laying traps. &lt;br /&gt;
&lt;br /&gt;
: &lt;br /&gt;
&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Speedster - 2 x speed''': The speedster is best suited to completeing objectives rather than combat.  &lt;br /&gt;
&lt;br /&gt;
: &lt;br /&gt;
&lt;br /&gt;
:At close range he is capable of holding his own, darting quickly past attacks and chipping away at the enemy, but at medium to long range he falls to pieces.  &lt;br /&gt;
&lt;br /&gt;
: &lt;br /&gt;
&lt;br /&gt;
:His movement speed is superior to that of the other classes, however he is easier to take down than the others. His abilities focus on dodging, moving quickly and scouting. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Charger - 1 x speed + 1 x power''': The charger is most useful for pushing the front lines. With relatively high defenses, decent speed and devastating, close-range attack power, chargers are essential for  &lt;br /&gt;
&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
: clearing through enemy defenses. They are a true threat to guardians though often succumb to speedsters. Their abilities focus on full-powered, frontal assaults. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: '''Tank - 1 x skill + 1 x power''': Overall, tanks are quite immobile. They don't move fast or jump high, but they can climb and are expert at long range. They're at their best set up somewhere hard to reach, dealing damage to enemies from a safe distance. They work together exceptionally well with guardians, and quite well with chargers. They're abilities focus on short bursts of high-powered medium to long range damage.   &lt;br /&gt;
&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Sneaker - 1 x skill + 1 x speed''': The sneaker acts like a sniper, capable of dealing great damage at long range, but inneffective a close quarter combat.  &lt;br /&gt;
&lt;br /&gt;
: &lt;br /&gt;
&lt;br /&gt;
:They have special abilities that allow them to escape pursuers. They are useful in setting up strategic offensive strikes, able to remove key targets quickly.  &lt;br /&gt;
&lt;br /&gt;
: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each player begins life as a small slug like creature. In order to grow into a more useful character, he must consume various foods scattered around the battlefield. &lt;br /&gt;
&lt;br /&gt;
Some can be found laying around, others may come from the corpses of other players. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are 3 varieties of food: meat, fruit and candy. Which ever the player consumes the most of will determine which class he grows into. Meat leads to power, fruit leads to skill and candy leads to speed.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:GrowEatingSymbols.png|thumb|400px|centre|Symbols for the different growth paths]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once the player has filled his stomach, a 'Growth' take place; transforming the player into the next level of Growth. There will be 3 levels of Growth: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Level 1 - known as ''Slug Form''. &lt;br /&gt;
* Level 2 - known as ''Creature Form''.&lt;br /&gt;
* Level 3 - known as ''Beast Form''. Can be a combination of 2 classes.   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A level 3 'beast form' creatures is always stronger than a level 2 'creature', however creatures tend to be smaller and thus harder to notice and hit. They also have alternate paths that only they can fit through, keeping safe from beasts. Sometimes creatures may also be chosen over beasts for their skills, which are different from their final forms and may be preferred by the player. For example, a level 2 Growl can halt enemy movement, allowing team mates to strike, whereas a level 3 Grumble can suck enemies into its mouth, instantly killing them. A player might prefer the tactical advantage of disabling enemy movement over head on attack attempts. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A player who takes the path of speed as their first growth and then power as their second will have the same level 3 class as someone who takes the path of power and then speed. Thus, there is a total of 10 characters per species &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Species==&lt;br /&gt;
&lt;br /&gt;
The following is an in-depth run-down of each species that makes up the playable characters in the game. &lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=LDJBUOC9dAw 3D model run-through of 9 species. ]  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Nom]]===&lt;br /&gt;
&lt;br /&gt;
[[File:nomMini.png|frame|Nom symbol]]&lt;br /&gt;
&lt;br /&gt;
'''Slug Form'''&lt;br /&gt;
&lt;br /&gt;
Nom is a tiny, slimy lizard-like creature whose body is almost entirely taken up by a big, hungry mouth. It's a pale green colour with yellow spots and a single tooth popping out of its gums. It slides along the ground and eats food with its giant mouth. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Attack Form:''' Physical, very short range, biting to deal damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Special Ability:''' None.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Details:'''&lt;br /&gt;
&lt;br /&gt;
Size: Small&lt;br /&gt;
&lt;br /&gt;
Speed: 1&lt;br /&gt;
&lt;br /&gt;
Attack power: 1&lt;br /&gt;
&lt;br /&gt;
Attack rate: 1&lt;br /&gt;
&lt;br /&gt;
Health: 1&lt;br /&gt;
&lt;br /&gt;
Climb: No&lt;br /&gt;
&lt;br /&gt;
Swim: No&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Growl]]===&lt;br /&gt;
[[File:growlMini.png|frame|Growl symbol]]&lt;br /&gt;
&lt;br /&gt;
'''Creature Form'''&lt;br /&gt;
&lt;br /&gt;
'''Path:''' 1 x Power&lt;br /&gt;
&lt;br /&gt;
Growl is a slimy, four-legged, bouncy little creature with a springy curl on his head and a wagging tail on his bottom. He moves quite slowly and attacks with big chomping jaws and sharp teeth. He can latch onto other creatures and stop them from moving with his surprising weight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Attack Form:''' Physical, short range, bites to deal damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Special Ability:''' Chomp - Growl bites down hard on an enemy, slowing or halting their movement for a while. Growl can't move or attack while he's chomping.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Details:&lt;br /&gt;
&lt;br /&gt;
Size: Medium&lt;br /&gt;
&lt;br /&gt;
Speed: 2&lt;br /&gt;
&lt;br /&gt;
Attack power: 5&lt;br /&gt;
&lt;br /&gt;
Attack rate: 4&lt;br /&gt;
&lt;br /&gt;
Health: 5&lt;br /&gt;
&lt;br /&gt;
Climb: No&lt;br /&gt;
&lt;br /&gt;
Swim: No&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Scamper===&lt;br /&gt;
&lt;br /&gt;
[[File:scamperMini.png|frame|Scamper symbol]]&lt;br /&gt;
&lt;br /&gt;
'''Creature Form'''&lt;br /&gt;
&lt;br /&gt;
'''Path:''' 1 x Speed&lt;br /&gt;
&lt;br /&gt;
Scamper is a speedy, jumpy little creature with a long, flowing tail and a bumpy back. He runs around at high speeds, scouting areas with his impressive vision.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Attack Form:''' Physical, mid range, headbutts to deal damage (moves slightly forward)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Special Ability:''' Speed boost - Scamper's speed temporarily doubles, allowing him to escape predators or reach locations quicker. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Details:&lt;br /&gt;
&lt;br /&gt;
Size: Medium&lt;br /&gt;
&lt;br /&gt;
Speed: 6&lt;br /&gt;
&lt;br /&gt;
Attack power: 2&lt;br /&gt;
&lt;br /&gt;
Attack rate: 4&lt;br /&gt;
&lt;br /&gt;
Health: 2&lt;br /&gt;
&lt;br /&gt;
Climb: Yes&lt;br /&gt;
&lt;br /&gt;
Swim: No&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Newt===&lt;br /&gt;
&lt;br /&gt;
[[File:newtMini.png|frame|Newt symbol]]&lt;br /&gt;
&lt;br /&gt;
'''Creature Form'''&lt;br /&gt;
&lt;br /&gt;
'''Path:''' 1 x Skill&lt;br /&gt;
&lt;br /&gt;
Newt is little, wobbly amphibian with tentacles on her head and little legs that don't hold her very high off the ground. She can walk along the bottom of water and travel down special, underwater paths. She constantly releases a unique chemical that heals nearby allies. She shoots little blobs of goo at enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Attack Form:''' Range, long range, shoots from mouth to deal damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Special Ability:''' Heal - Passive - Any nearby allies are slowly healed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Details:&lt;br /&gt;
&lt;br /&gt;
Size: Medium&lt;br /&gt;
&lt;br /&gt;
Speed: 3&lt;br /&gt;
&lt;br /&gt;
Attack power: 2&lt;br /&gt;
&lt;br /&gt;
Attack rate: 3&lt;br /&gt;
&lt;br /&gt;
Health: 2&lt;br /&gt;
&lt;br /&gt;
Climb: No&lt;br /&gt;
&lt;br /&gt;
Swim: Yes&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Grumble===&lt;br /&gt;
&lt;br /&gt;
[[File:grumbleMini.png|frame|Grumble symbol]]&lt;br /&gt;
&lt;br /&gt;
'''Beast Form'''&lt;br /&gt;
&lt;br /&gt;
'''Path:''' 2 x Power&lt;br /&gt;
&lt;br /&gt;
Grumble is a massive, hulking and altogether unintelligent monster. His bouncy, fatty hide protects him from attacks, making him very difficult to take down. As he moves the ground shakes with enormous 'thuds'. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Attack Form:''' Physical, mid range, bites to attack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Special Ability:''' Dinner Time - Grumble lazily opens his mouth and begins inhaling powerfully. Any nearby creatures in front of Grumble's mouth are sucked in and eaten and have to respawn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Details:&lt;br /&gt;
&lt;br /&gt;
Size: Large&lt;br /&gt;
&lt;br /&gt;
Speed: 2&lt;br /&gt;
&lt;br /&gt;
Attack power: 10&lt;br /&gt;
&lt;br /&gt;
Attack rate: 5&lt;br /&gt;
&lt;br /&gt;
Health: 15&lt;br /&gt;
&lt;br /&gt;
Climb: No&lt;br /&gt;
&lt;br /&gt;
Swim: No &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dart===&lt;br /&gt;
&lt;br /&gt;
[[File:dartMini.png|frame|Dart symbol]]&lt;br /&gt;
&lt;br /&gt;
'''Beast Form'''&lt;br /&gt;
&lt;br /&gt;
'''Path:''' 2 x Speed&lt;br /&gt;
&lt;br /&gt;
Dart is super fast lizard with a long tail and a colourful crest that covers his eyes. Unlike Scamper, he's incredibly relaxed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Attack Form:''' Physical, mid range, headbutts to attack&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
'''Special Ability:''' Camouflage - Dart becomes temporarily invisible from enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Details:&lt;br /&gt;
&lt;br /&gt;
Size: Medium&lt;br /&gt;
&lt;br /&gt;
Speed: 15&lt;br /&gt;
&lt;br /&gt;
Attack power: 4&lt;br /&gt;
&lt;br /&gt;
Attack rate: 10&lt;br /&gt;
&lt;br /&gt;
Health: 3&lt;br /&gt;
&lt;br /&gt;
Climb: Yes&lt;br /&gt;
&lt;br /&gt;
Swim: No&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Bubbles===&lt;br /&gt;
&lt;br /&gt;
[[File:bubblesMini.png|frame|Bubbles symbol]]&lt;br /&gt;
&lt;br /&gt;
'''Beast Form'''&lt;br /&gt;
&lt;br /&gt;
'''Path:''' 2 x Skill&lt;br /&gt;
&lt;br /&gt;
Bubbles is a large, floating fish-like amphibian with long tentacles and tiny, unused feet. She moves slowly on land but can move at a reasonable pace underwater. She can swim freely and fires large blobs of goo at enemies. She releases a powerful chemical that makes other creatures feel strong. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Attack Form:''' Ranged, very long range, shoots from mouth to attack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Special Ability:''' Invigorate - Allies near Bubbles have their attack power increased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Details:&lt;br /&gt;
&lt;br /&gt;
Size: Large&lt;br /&gt;
&lt;br /&gt;
Speed: 3 (land) 10 (water)&lt;br /&gt;
&lt;br /&gt;
Attack power: 2&lt;br /&gt;
&lt;br /&gt;
Attack rate: 4&lt;br /&gt;
&lt;br /&gt;
Health: 8&lt;br /&gt;
&lt;br /&gt;
Climb: No&lt;br /&gt;
&lt;br /&gt;
Swim: Yes&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Toot===&lt;br /&gt;
&lt;br /&gt;
[[File:Tootmini.png|frame|Toot symbol]]&lt;br /&gt;
&lt;br /&gt;
'''Beast Form'''&lt;br /&gt;
&lt;br /&gt;
'''Path:''' 1 x Skill + 1 x Speed&lt;br /&gt;
&lt;br /&gt;
One of the smallest beasts, Toot is a short lizard with a gun-shaped mouth and a spiky crest. He moves at a reasonable speed and can climb up rock faces and trees. He's also capable of walking underwater. He does a lot of damage to distant enemies by shooting tiny bones out of his mouth at his enemies. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Attack Form:''' Ranged, very long range, shoots from mouth to attack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Special Ability:''' Sharp Shoot - Toot takes a few seconds to breath in and fires a powerful shot that hits a creature's vital points, dealing great damage.   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Details:&lt;br /&gt;
&lt;br /&gt;
Size: Medium&lt;br /&gt;
&lt;br /&gt;
Speed: 10&lt;br /&gt;
&lt;br /&gt;
Attack power: 5&lt;br /&gt;
&lt;br /&gt;
Attack rate: 3&lt;br /&gt;
&lt;br /&gt;
Health: 2&lt;br /&gt;
&lt;br /&gt;
Climb: Yes&lt;br /&gt;
&lt;br /&gt;
Swim: No&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pokey===&lt;br /&gt;
&lt;br /&gt;
[[File:pokeyMini.png|frame|Pokey symbol]]&lt;br /&gt;
&lt;br /&gt;
'''Beast Form'''&lt;br /&gt;
&lt;br /&gt;
'''Path:''' 1 x Speed + 1 x Power&lt;br /&gt;
&lt;br /&gt;
Pokey is a large, dopey four-legged monster with horns and many curly tails. She bounds at high speeds through levels and does devastating damage when she hits, unfortunately she has a slow attack rate. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Attack Form:''' Physical, short range, head thrash to attack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Special Ability:''' Charge - Pokey lowers her horns and charges forward at full speed, covering a lot of distance. She can't be stopped while the ability is in effect unless she's killed and any creatures caught in her path are knocked back and heavily damaged.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Details:&lt;br /&gt;
&lt;br /&gt;
Size: Medium&lt;br /&gt;
&lt;br /&gt;
Speed: 10&lt;br /&gt;
&lt;br /&gt;
Attack power: 15&lt;br /&gt;
&lt;br /&gt;
Attack rate: 5&lt;br /&gt;
&lt;br /&gt;
Health: 5&lt;br /&gt;
&lt;br /&gt;
Climb: No&lt;br /&gt;
&lt;br /&gt;
Swim: No&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spiral===&lt;br /&gt;
&lt;br /&gt;
[[File:spiralMini.png|frame|Spiral symbol]]&lt;br /&gt;
&lt;br /&gt;
'''Beast Form'''&lt;br /&gt;
&lt;br /&gt;
'''Path:''' 1 x Skill + 1 x Power&lt;br /&gt;
&lt;br /&gt;
Spiral is a large, shy creature hiding in a massive shell. The shell is heavy and she can't move fast at all, fortunately the shell provides her with impressive defense. She fires massive blobs of exploding goo from a cannon-like spout on her head. She can't move when she's firing, however, so she has to sit down inside her shell to attack.   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Attack Form:''' Ranged, long range, fires blobs of goo from cannon on shell to attack, blobs do area damage when they hit (like a grenade)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Special Ability:''' Camp - Spiral drops her shell and pops out her cannon, preventing her from moving but allowing her to attack. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Details:&lt;br /&gt;
&lt;br /&gt;
Size: Medium&lt;br /&gt;
&lt;br /&gt;
Speed: 2&lt;br /&gt;
&lt;br /&gt;
Attack power: 20&lt;br /&gt;
&lt;br /&gt;
Attack rate: 2&lt;br /&gt;
&lt;br /&gt;
Health: 15&lt;br /&gt;
&lt;br /&gt;
Climb: Yes&lt;br /&gt;
&lt;br /&gt;
Swim: No&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Combat|Combat]]==&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
==Growth Chart==&lt;br /&gt;
[[File:GrowthChart.jpg|thumb|800px|centre|Symbols for the different growth paths]]&lt;/div&gt;</summary>
		<author><name>Jacob</name></author>
		
	</entry>
	<entry>
		<id>https://studiogrow.org/w/index.php?title=Characters&amp;diff=701</id>
		<title>Characters</title>
		<link rel="alternate" type="text/html" href="https://studiogrow.org/w/index.php?title=Characters&amp;diff=701"/>
		<updated>2011-11-14T03:22:32Z</updated>

		<summary type="html">&lt;p&gt;Jacob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Grow features 6 classes of characters for players to grow into: &lt;br /&gt;
&lt;br /&gt;
{video:youtube|tpR_6y-OoRc} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Guardian - 2 x power''': A Guardian, as its name suggests, is useful at defending areas. It is capable of taking and dishing out large amounts of damage.  &lt;br /&gt;
&lt;br /&gt;
: &lt;br /&gt;
&lt;br /&gt;
:It is restricted by slower move speeds but is well suited to defense. A Guardian is titanic in scale, and not easily taken down. Guardian abilities focus on disabling and taking out enemies that get too close.  &lt;br /&gt;
&lt;br /&gt;
: &lt;br /&gt;
&lt;br /&gt;
: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Specialist - 2 x skill''': Specialists are experts who focus on immobilizing enemies and helping team mates. They have long range attack capability but lack the power or agility to be effective attackers,    &lt;br /&gt;
&lt;br /&gt;
: &lt;br /&gt;
&lt;br /&gt;
:preferring to support team mates. Their abilities are very unique e.g. healing and laying traps. &lt;br /&gt;
&lt;br /&gt;
: &lt;br /&gt;
&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Speedster - 2 x speed''': The speedster is best suited to completeing objectives rather than combat.  &lt;br /&gt;
&lt;br /&gt;
: &lt;br /&gt;
&lt;br /&gt;
:At close range he is capable of holding his own, darting quickly past attacks and chipping away at the enemy, but at medium to long range he falls to pieces.  &lt;br /&gt;
&lt;br /&gt;
: &lt;br /&gt;
&lt;br /&gt;
:His movement speed is superior to that of the other classes, however he is easier to take down than the others. His abilities focus on dodging, moving quickly and scouting. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Charger - 1 x speed + 1 x power''': The charger is most useful for pushing the front lines. With relatively high defenses, decent speed and devastating, close-range attack power, chargers are essential for  &lt;br /&gt;
&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
: clearing through enemy defenses. They are a true threat to guardians though often succumb to speedsters. Their abilities focus on full-powered, frontal assaults. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: '''Tank - 1 x skill + 1 x power''': Overall, tanks are quite immobile. They don't move fast or jump high, but they can climb and are expert at long range. They're at their best set up somewhere hard to reach, dealing damage to enemies from a safe distance. They work together exceptionally well with guardians, and quite well with chargers. They're abilities focus on short bursts of high-powered medium to long range damage.   &lt;br /&gt;
&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Sneaker - 1 x skill + 1 x speed''': The sneaker acts like a sniper, capable of dealing great damage at long range, but inneffective a close quarter combat.  &lt;br /&gt;
&lt;br /&gt;
: &lt;br /&gt;
&lt;br /&gt;
:They have special abilities that allow them to escape pursuers. They are useful in setting up strategic offensive strikes, able to remove key targets quickly.  &lt;br /&gt;
&lt;br /&gt;
: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each player begins life as a small slug like creature. In order to grow into a more useful character, he must consume various foods scattered around the battlefield. &lt;br /&gt;
&lt;br /&gt;
Some can be found laying around, others may come from the corpses of other players. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are 3 varieties of food: meat, fruit and candy. Which ever the player consumes the most of will determine which class he grows into. Meat leads to power, fruit leads to skill and candy leads to speed.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:GrowEatingSymbols.png|thumb|400px|centre|Symbols for the different growth paths]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once the player has filled his stomach, a 'Growth' take place; transforming the player into the next level of Growth. There will be 3 levels of Growth: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Level 1 - known as ''Slug Form''. &lt;br /&gt;
* Level 2 - known as ''Creature Form''.&lt;br /&gt;
* Level 3 - known as ''Beast Form''. Can be a combination of 2 classes.   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A level 3 'beast form' creatures is always stronger than a level 2 'creature', however creatures tend to be smaller and thus harder to notice and hit. They also have alternate paths that only they can fit through, keeping safe from beasts. Sometimes creatures may also be chosen over beasts for their skills, which are different from their final forms and may be preferred by the player. For example, a level 2 Growl can halt enemy movement, allowing team mates to strike, whereas a level 3 Grumble can suck enemies into its mouth, instantly killing them. A player might prefer the tactical advantage of disabling enemy movement over head on attack attempts. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A player who takes the path of speed as their first growth and then power as their second will have the same level 3 class as someone who takes the path of power and then speed. Thus, there is a total of 10 characters per species &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Species==&lt;br /&gt;
&lt;br /&gt;
The following is an in-depth run-down of each species that makes up the playable characters in the game.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Nom]]===&lt;br /&gt;
&lt;br /&gt;
[[File:nomMini.png|frame|Nom symbol]]&lt;br /&gt;
&lt;br /&gt;
'''Slug Form'''&lt;br /&gt;
&lt;br /&gt;
Nom is a tiny, slimy lizard-like creature whose body is almost entirely taken up by a big, hungry mouth. It's a pale green colour with yellow spots and a single tooth popping out of its gums. It slides along the ground and eats food with its giant mouth. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Attack Form:''' Physical, very short range, biting to deal damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Special Ability:''' None.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Details:'''&lt;br /&gt;
&lt;br /&gt;
Size: Small&lt;br /&gt;
&lt;br /&gt;
Speed: 1&lt;br /&gt;
&lt;br /&gt;
Attack power: 1&lt;br /&gt;
&lt;br /&gt;
Attack rate: 1&lt;br /&gt;
&lt;br /&gt;
Health: 1&lt;br /&gt;
&lt;br /&gt;
Climb: No&lt;br /&gt;
&lt;br /&gt;
Swim: No&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Growl]]===&lt;br /&gt;
[[File:growlMini.png|frame|Growl symbol]]&lt;br /&gt;
&lt;br /&gt;
'''Creature Form'''&lt;br /&gt;
&lt;br /&gt;
'''Path:''' 1 x Power&lt;br /&gt;
&lt;br /&gt;
Growl is a slimy, four-legged, bouncy little creature with a springy curl on his head and a wagging tail on his bottom. He moves quite slowly and attacks with big chomping jaws and sharp teeth. He can latch onto other creatures and stop them from moving with his surprising weight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Attack Form:''' Physical, short range, bites to deal damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Special Ability:''' Chomp - Growl bites down hard on an enemy, slowing or halting their movement for a while. Growl can't move or attack while he's chomping.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Details:&lt;br /&gt;
&lt;br /&gt;
Size: Medium&lt;br /&gt;
&lt;br /&gt;
Speed: 2&lt;br /&gt;
&lt;br /&gt;
Attack power: 5&lt;br /&gt;
&lt;br /&gt;
Attack rate: 4&lt;br /&gt;
&lt;br /&gt;
Health: 5&lt;br /&gt;
&lt;br /&gt;
Climb: No&lt;br /&gt;
&lt;br /&gt;
Swim: No&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Scamper===&lt;br /&gt;
&lt;br /&gt;
[[File:scamperMini.png|frame|Scamper symbol]]&lt;br /&gt;
&lt;br /&gt;
'''Creature Form'''&lt;br /&gt;
&lt;br /&gt;
'''Path:''' 1 x Speed&lt;br /&gt;
&lt;br /&gt;
Scamper is a speedy, jumpy little creature with a long, flowing tail and a bumpy back. He runs around at high speeds, scouting areas with his impressive vision.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Attack Form:''' Physical, mid range, headbutts to deal damage (moves slightly forward)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Special Ability:''' Speed boost - Scamper's speed temporarily doubles, allowing him to escape predators or reach locations quicker. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Details:&lt;br /&gt;
&lt;br /&gt;
Size: Medium&lt;br /&gt;
&lt;br /&gt;
Speed: 6&lt;br /&gt;
&lt;br /&gt;
Attack power: 2&lt;br /&gt;
&lt;br /&gt;
Attack rate: 4&lt;br /&gt;
&lt;br /&gt;
Health: 2&lt;br /&gt;
&lt;br /&gt;
Climb: Yes&lt;br /&gt;
&lt;br /&gt;
Swim: No&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Newt===&lt;br /&gt;
&lt;br /&gt;
[[File:newtMini.png|frame|Newt symbol]]&lt;br /&gt;
&lt;br /&gt;
'''Creature Form'''&lt;br /&gt;
&lt;br /&gt;
'''Path:''' 1 x Skill&lt;br /&gt;
&lt;br /&gt;
Newt is little, wobbly amphibian with tentacles on her head and little legs that don't hold her very high off the ground. She can walk along the bottom of water and travel down special, underwater paths. She constantly releases a unique chemical that heals nearby allies. She shoots little blobs of goo at enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Attack Form:''' Range, long range, shoots from mouth to deal damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Special Ability:''' Heal - Passive - Any nearby allies are slowly healed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Details:&lt;br /&gt;
&lt;br /&gt;
Size: Medium&lt;br /&gt;
&lt;br /&gt;
Speed: 3&lt;br /&gt;
&lt;br /&gt;
Attack power: 2&lt;br /&gt;
&lt;br /&gt;
Attack rate: 3&lt;br /&gt;
&lt;br /&gt;
Health: 2&lt;br /&gt;
&lt;br /&gt;
Climb: No&lt;br /&gt;
&lt;br /&gt;
Swim: Yes&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Grumble===&lt;br /&gt;
&lt;br /&gt;
[[File:grumbleMini.png|frame|Grumble symbol]]&lt;br /&gt;
&lt;br /&gt;
'''Beast Form'''&lt;br /&gt;
&lt;br /&gt;
'''Path:''' 2 x Power&lt;br /&gt;
&lt;br /&gt;
Grumble is a massive, hulking and altogether unintelligent monster. His bouncy, fatty hide protects him from attacks, making him very difficult to take down. As he moves the ground shakes with enormous 'thuds'. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Attack Form:''' Physical, mid range, bites to attack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Special Ability:''' Dinner Time - Grumble lazily opens his mouth and begins inhaling powerfully. Any nearby creatures in front of Grumble's mouth are sucked in and eaten and have to respawn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Details:&lt;br /&gt;
&lt;br /&gt;
Size: Large&lt;br /&gt;
&lt;br /&gt;
Speed: 2&lt;br /&gt;
&lt;br /&gt;
Attack power: 10&lt;br /&gt;
&lt;br /&gt;
Attack rate: 5&lt;br /&gt;
&lt;br /&gt;
Health: 15&lt;br /&gt;
&lt;br /&gt;
Climb: No&lt;br /&gt;
&lt;br /&gt;
Swim: No &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dart===&lt;br /&gt;
&lt;br /&gt;
[[File:dartMini.png|frame|Dart symbol]]&lt;br /&gt;
&lt;br /&gt;
'''Beast Form'''&lt;br /&gt;
&lt;br /&gt;
'''Path:''' 2 x Speed&lt;br /&gt;
&lt;br /&gt;
Dart is super fast lizard with a long tail and a colourful crest that covers his eyes. Unlike Scamper, he's incredibly relaxed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Attack Form:''' Physical, mid range, headbutts to attack&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
'''Special Ability:''' Camouflage - Dart becomes temporarily invisible from enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Details:&lt;br /&gt;
&lt;br /&gt;
Size: Medium&lt;br /&gt;
&lt;br /&gt;
Speed: 15&lt;br /&gt;
&lt;br /&gt;
Attack power: 4&lt;br /&gt;
&lt;br /&gt;
Attack rate: 10&lt;br /&gt;
&lt;br /&gt;
Health: 3&lt;br /&gt;
&lt;br /&gt;
Climb: Yes&lt;br /&gt;
&lt;br /&gt;
Swim: No&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Bubbles===&lt;br /&gt;
&lt;br /&gt;
[[File:bubblesMini.png|frame|Bubbles symbol]]&lt;br /&gt;
&lt;br /&gt;
'''Beast Form'''&lt;br /&gt;
&lt;br /&gt;
'''Path:''' 2 x Skill&lt;br /&gt;
&lt;br /&gt;
Bubbles is a large, floating fish-like amphibian with long tentacles and tiny, unused feet. She moves slowly on land but can move at a reasonable pace underwater. She can swim freely and fires large blobs of goo at enemies. She releases a powerful chemical that makes other creatures feel strong. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Attack Form:''' Ranged, very long range, shoots from mouth to attack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Special Ability:''' Invigorate - Allies near Bubbles have their attack power increased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Details:&lt;br /&gt;
&lt;br /&gt;
Size: Large&lt;br /&gt;
&lt;br /&gt;
Speed: 3 (land) 10 (water)&lt;br /&gt;
&lt;br /&gt;
Attack power: 2&lt;br /&gt;
&lt;br /&gt;
Attack rate: 4&lt;br /&gt;
&lt;br /&gt;
Health: 8&lt;br /&gt;
&lt;br /&gt;
Climb: No&lt;br /&gt;
&lt;br /&gt;
Swim: Yes&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Toot===&lt;br /&gt;
&lt;br /&gt;
[[File:Tootmini.png|frame|Toot symbol]]&lt;br /&gt;
&lt;br /&gt;
'''Beast Form'''&lt;br /&gt;
&lt;br /&gt;
'''Path:''' 1 x Skill + 1 x Speed&lt;br /&gt;
&lt;br /&gt;
One of the smallest beasts, Toot is a short lizard with a gun-shaped mouth and a spiky crest. He moves at a reasonable speed and can climb up rock faces and trees. He's also capable of walking underwater. He does a lot of damage to distant enemies by shooting tiny bones out of his mouth at his enemies. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Attack Form:''' Ranged, very long range, shoots from mouth to attack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Special Ability:''' Sharp Shoot - Toot takes a few seconds to breath in and fires a powerful shot that hits a creature's vital points, dealing great damage.   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Details:&lt;br /&gt;
&lt;br /&gt;
Size: Medium&lt;br /&gt;
&lt;br /&gt;
Speed: 10&lt;br /&gt;
&lt;br /&gt;
Attack power: 5&lt;br /&gt;
&lt;br /&gt;
Attack rate: 3&lt;br /&gt;
&lt;br /&gt;
Health: 2&lt;br /&gt;
&lt;br /&gt;
Climb: Yes&lt;br /&gt;
&lt;br /&gt;
Swim: No&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pokey===&lt;br /&gt;
&lt;br /&gt;
[[File:pokeyMini.png|frame|Pokey symbol]]&lt;br /&gt;
&lt;br /&gt;
'''Beast Form'''&lt;br /&gt;
&lt;br /&gt;
'''Path:''' 1 x Speed + 1 x Power&lt;br /&gt;
&lt;br /&gt;
Pokey is a large, dopey four-legged monster with horns and many curly tails. She bounds at high speeds through levels and does devastating damage when she hits, unfortunately she has a slow attack rate. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Attack Form:''' Physical, short range, head thrash to attack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Special Ability:''' Charge - Pokey lowers her horns and charges forward at full speed, covering a lot of distance. She can't be stopped while the ability is in effect unless she's killed and any creatures caught in her path are knocked back and heavily damaged.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Details:&lt;br /&gt;
&lt;br /&gt;
Size: Medium&lt;br /&gt;
&lt;br /&gt;
Speed: 10&lt;br /&gt;
&lt;br /&gt;
Attack power: 15&lt;br /&gt;
&lt;br /&gt;
Attack rate: 5&lt;br /&gt;
&lt;br /&gt;
Health: 5&lt;br /&gt;
&lt;br /&gt;
Climb: No&lt;br /&gt;
&lt;br /&gt;
Swim: No&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spiral===&lt;br /&gt;
&lt;br /&gt;
[[File:spiralMini.png|frame|Spiral symbol]]&lt;br /&gt;
&lt;br /&gt;
'''Beast Form'''&lt;br /&gt;
&lt;br /&gt;
'''Path:''' 1 x Skill + 1 x Power&lt;br /&gt;
&lt;br /&gt;
Spiral is a large, shy creature hiding in a massive shell. The shell is heavy and she can't move fast at all, fortunately the shell provides her with impressive defense. She fires massive blobs of exploding goo from a cannon-like spout on her head. She can't move when she's firing, however, so she has to sit down inside her shell to attack.   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Attack Form:''' Ranged, long range, fires blobs of goo from cannon on shell to attack, blobs do area damage when they hit (like a grenade)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Special Ability:''' Camp - Spiral drops her shell and pops out her cannon, preventing her from moving but allowing her to attack. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Details:&lt;br /&gt;
&lt;br /&gt;
Size: Medium&lt;br /&gt;
&lt;br /&gt;
Speed: 2&lt;br /&gt;
&lt;br /&gt;
Attack power: 20&lt;br /&gt;
&lt;br /&gt;
Attack rate: 2&lt;br /&gt;
&lt;br /&gt;
Health: 15&lt;br /&gt;
&lt;br /&gt;
Climb: Yes&lt;br /&gt;
&lt;br /&gt;
Swim: No&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Combat|Combat]]==&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
==Growth Chart==&lt;br /&gt;
[[File:GrowthChart.jpg|thumb|800px|centre|Symbols for the different growth paths]]&lt;/div&gt;</summary>
		<author><name>Jacob</name></author>
		
	</entry>
	<entry>
		<id>https://studiogrow.org/w/index.php?title=File:OnepagenewNew.jpg&amp;diff=692</id>
		<title>File:OnepagenewNew.jpg</title>
		<link rel="alternate" type="text/html" href="https://studiogrow.org/w/index.php?title=File:OnepagenewNew.jpg&amp;diff=692"/>
		<updated>2011-10-24T03:36:38Z</updated>

		<summary type="html">&lt;p&gt;Jacob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jacob</name></author>
		
	</entry>
	<entry>
		<id>https://studiogrow.org/w/index.php?title=File:NomDesignDocument.pdf&amp;diff=691</id>
		<title>File:NomDesignDocument.pdf</title>
		<link rel="alternate" type="text/html" href="https://studiogrow.org/w/index.php?title=File:NomDesignDocument.pdf&amp;diff=691"/>
		<updated>2011-10-24T02:22:58Z</updated>

		<summary type="html">&lt;p&gt;Jacob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jacob</name></author>
		
	</entry>
	<entry>
		<id>https://studiogrow.org/w/index.php?title=File:Jacob_Paris_-_Alternative_Animation_-_s3238163_-_Design_Document_-_Reverie.pdf&amp;diff=690</id>
		<title>File:Jacob Paris - Alternative Animation - s3238163 - Design Document - Reverie.pdf</title>
		<link rel="alternate" type="text/html" href="https://studiogrow.org/w/index.php?title=File:Jacob_Paris_-_Alternative_Animation_-_s3238163_-_Design_Document_-_Reverie.pdf&amp;diff=690"/>
		<updated>2011-10-24T01:55:46Z</updated>

		<summary type="html">&lt;p&gt;Jacob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jacob</name></author>
		
	</entry>
	<entry>
		<id>https://studiogrow.org/w/index.php?title=Combat&amp;diff=686</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://studiogrow.org/w/index.php?title=Combat&amp;diff=686"/>
		<updated>2011-10-11T00:24:34Z</updated>

		<summary type="html">&lt;p&gt;Jacob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Combat in Grow is generally quite simple, with emphasis on tactic and creative use of character capabilities. Most critters attack through a simple, physical action. For example, Growl attacks by biting. For these critters, being near an enemy is necessary to deal damage. Other critters - more specifically those who grow from eating fruit and gaining skill - are capable of ranged attacks. Ranged attacks are aimed and are controlled by the mouse. The direction of the critter will fire is indicated by a small target on screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Combat mostly comes down to the critter's statistics. The battle statistics are attack power, attack rate and health. '''Attack power''' determines how much damage is dealt when a hit lands on an opposing player. '''Attack rate''' determines the pause between attacks and thus how many attacks a critter can land in any period of time. '''Health''', of course, determines the amount of damage a player can take before dying and needing to respawn.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage will not cause critters to flinch, but will simply cause the critters to temporarily glow red and make a short sound. Of course, the health meter will also decrease. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As well as physical and ranged attacks there is also a third method of combat: abilities. Abilities are unique talents made available to each critter. These resemble bonuses that players would typically, in other games, receive from pickups. Use of abilities is limited by a 'moxie' meter. Some abilities slowly diminish the moxie meter until it depletes entirely and the ability switches off. An example of this is Dart's camouflage, which will be active for only a short time before needing to replenish or 'cool down'. Other abilities instantly use up the whole meter, like Toot's sharp shoot, using the moxie for a single, powerful attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Nom]]===&lt;br /&gt;
&lt;br /&gt;
[[File:nomMini.png|thumb|200px|right|Nom symbol]]&lt;br /&gt;
&lt;br /&gt;
Health: 25&lt;br /&gt;
&lt;br /&gt;
'''Regular Attack:'''&lt;br /&gt;
&lt;br /&gt;
Nom chomps at the air and does very low damage to anybody directly in front of him.&lt;br /&gt;
&lt;br /&gt;
Damage: 10&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Growl]]===&lt;br /&gt;
&lt;br /&gt;
[[File:growlMini.png|thumb|200px|right|Growl symbol]]&lt;br /&gt;
&lt;br /&gt;
Health: 100&lt;br /&gt;
&lt;br /&gt;
'''Regular Attack:'''&lt;br /&gt;
&lt;br /&gt;
Growl uses his powerful jaws to deal considerable damage to enemies in front of him.&lt;br /&gt;
&lt;br /&gt;
Damage: 40&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Scamper===&lt;br /&gt;
&lt;br /&gt;
[[File:scamperMini.png|thumb|200px|right|Scamper symbol]]&lt;br /&gt;
&lt;br /&gt;
Health: 60&lt;br /&gt;
&lt;br /&gt;
'''Regular Attack:'''&lt;br /&gt;
&lt;br /&gt;
Scamper performs a super speedy headbutt that causes him to charge forward for about a second, dealing low to moderate damage to anybody he makes contact with.&lt;br /&gt;
&lt;br /&gt;
Damage: 20&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Newt===&lt;br /&gt;
&lt;br /&gt;
[[File:newtMini.png|thumb|200px|right|Newt symbol]]&lt;br /&gt;
&lt;br /&gt;
Health: 70&lt;br /&gt;
&lt;br /&gt;
'''Regular Attack:'''&lt;br /&gt;
&lt;br /&gt;
Newt spits a speedy projectile from his mouth dealing moderate damage to his target.&lt;br /&gt;
&lt;br /&gt;
Damage: 20&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Grumble===&lt;br /&gt;
&lt;br /&gt;
[[File:grumbleMini.png|thumb|200px|right|Grumble symbol]]&lt;br /&gt;
&lt;br /&gt;
Health: 200&lt;br /&gt;
&lt;br /&gt;
'''Regular Attack:'''&lt;br /&gt;
&lt;br /&gt;
Grumble takes a massive bite devouring almost anything that gets in his way.&lt;br /&gt;
&lt;br /&gt;
Damage: 100&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
===Dart===&lt;br /&gt;
&lt;br /&gt;
[[File:dartMini.png|thumb|200px|right|Dart symbol]]&lt;br /&gt;
&lt;br /&gt;
Health: 120&lt;br /&gt;
&lt;br /&gt;
'''Regular Attack:'''&lt;br /&gt;
&lt;br /&gt;
Dart performs a blindingly fast headbutt causing serious damage to anybody he collides with.&lt;br /&gt;
&lt;br /&gt;
Damage: 60&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bubbles===&lt;br /&gt;
&lt;br /&gt;
[[File:bubblesMini.png|thumb|200px|right|Bubbles symbol]]&lt;br /&gt;
&lt;br /&gt;
Health: 140&lt;br /&gt;
&lt;br /&gt;
'''Regular Attack:'''&lt;br /&gt;
&lt;br /&gt;
Bubbles shoots a large slower moving projectile from his mouth that has a large area of effect.&lt;br /&gt;
&lt;br /&gt;
Damage: 50&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Toot===&lt;br /&gt;
&lt;br /&gt;
[[File:Tootmini.png|thumb|200px|right|Toot symbol]]&lt;br /&gt;
&lt;br /&gt;
Health: 80&lt;br /&gt;
&lt;br /&gt;
'''Regular Attack:'''&lt;br /&gt;
&lt;br /&gt;
Toot can acurately snipe enemies from long range for high damage.&lt;br /&gt;
&lt;br /&gt;
Damage: 100&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Pokey===&lt;br /&gt;
&lt;br /&gt;
[[File:pokeyMini.png|thumb|200px|right|Pokey symbol]]&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
Health: 120&lt;br /&gt;
&lt;br /&gt;
'''Regular Attack'''&lt;br /&gt;
&lt;br /&gt;
Pokey performs a super powerful charge attack, taking control away from the player but dealing massive damage and sending foes flying.&lt;br /&gt;
&lt;br /&gt;
Damage: 80&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spiral===&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
[[File:spiralMini.png|thumb|200px|right|Spiral symbol]]&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
Health: 90&lt;br /&gt;
&lt;br /&gt;
'''Regular Attack'''&lt;br /&gt;
&lt;br /&gt;
Spiral attacks by loading it's cannon for a few seconds before firing a projectile which has a massive area of attack.&lt;br /&gt;
&lt;br /&gt;
Damage: 60&lt;/div&gt;</summary>
		<author><name>Jacob</name></author>
		
	</entry>
	<entry>
		<id>https://studiogrow.org/w/index.php?title=Combat&amp;diff=685</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://studiogrow.org/w/index.php?title=Combat&amp;diff=685"/>
		<updated>2011-10-11T00:23:55Z</updated>

		<summary type="html">&lt;p&gt;Jacob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Combat in Grow is generally quite simple, with emphasis on tactic and creative use of character capabilities. Most critters attack through a simple, physical action. For example, Growl attacks by biting. For these critters, being near an enemy is necessary to deal damage. Other critters - more specifically those who grow from eating fruit and gaining skill - are capable of ranged attacks. Ranged attacks are aimed and are controlled by the mouse. The direction of the critter will fire is indicated by a small target on screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Combat mostly comes down to the critter's statistics. The battle statistics are attack power, attack rate and health. '''Attack power''' determines how much damage is dealt when a hit lands on an opposing player. '''Attack rate''' determines the pause between attacks and thus how many attacks a critter can land in any period of time. '''Health''', of course, determines the amount of damage a player can take before dying and needing to respawn.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage will not cause critters to flinch, but will simply cause the critters to temporarily glow red and make a short sound. Of course, the health meter will also decrease. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As well as physical and ranged attacks there is also a third method of combat: abilities. Abilities are unique talents made available to each critter. These resemble bonuses that players would typically, in other games, receive from pickups. Use of abilities is limited by a 'moxie' meter. Some abilities slowly diminish the moxie meter until it depletes entirely and the ability switches off. An example of this is Dart's camouflage, which will be active for only a short time before needing to replenish or 'cool down'. Other abilities instantly use up the whole meter, like Toot's sharp shoot, using the moxie for a single, powerful attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Nom]]===&lt;br /&gt;
&lt;br /&gt;
[[File:nomMini.png|thumb|200px|right|Nom symbol]]&lt;br /&gt;
&lt;br /&gt;
Health: 25&lt;br /&gt;
&lt;br /&gt;
'''Regular Attack:'''&lt;br /&gt;
&lt;br /&gt;
Nom chomps at the air and does very low damage to anybody directly in front of him.&lt;br /&gt;
&lt;br /&gt;
Damage: 10&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Growl]]===&lt;br /&gt;
&lt;br /&gt;
[[File:growlMini.png|thumb|200px|right|Growl symbol]]&lt;br /&gt;
&lt;br /&gt;
Health: 100&lt;br /&gt;
&lt;br /&gt;
'''Regular Attack:'''&lt;br /&gt;
&lt;br /&gt;
Growl uses his powerful jaws to deal considerable damage to enemies in front of him.&lt;br /&gt;
&lt;br /&gt;
Damage: 40&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Scamper===&lt;br /&gt;
&lt;br /&gt;
[[File:scamperMini.png|thumb|200px|right|Scamper symbol]]&lt;br /&gt;
&lt;br /&gt;
Health: 60&lt;br /&gt;
&lt;br /&gt;
'''Regular Attack:'''&lt;br /&gt;
&lt;br /&gt;
Scamper performs a super speedy headbutt that causes him to charge forward for about a second, dealing low to moderate damage to anybody he makes contact with.&lt;br /&gt;
&lt;br /&gt;
Damage: 20&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Newt===&lt;br /&gt;
&lt;br /&gt;
[[File:newtMini.png|thumb|200px|right|Newt symbol]]&lt;br /&gt;
&lt;br /&gt;
Health: 70&lt;br /&gt;
&lt;br /&gt;
'''Regular Attack:'''&lt;br /&gt;
&lt;br /&gt;
Newt spits a speedy projectile from his mouth dealing moderate damage to his target.&lt;br /&gt;
&lt;br /&gt;
Damage: 20&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Grumble===&lt;br /&gt;
&lt;br /&gt;
[[File:grumbleMini.png|thumb|200px|right|Grumble symbol]]&lt;br /&gt;
&lt;br /&gt;
Health: 200&lt;br /&gt;
&lt;br /&gt;
'''Regular Attack:'''&lt;br /&gt;
&lt;br /&gt;
Grumble takes a massive bite devouring almost anything that gets in his way.&lt;br /&gt;
&lt;br /&gt;
Damage: 100&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
===Dart===&lt;br /&gt;
&lt;br /&gt;
[[File:dartMini.png|thumb|200px|right|Dart symbol]]&lt;br /&gt;
&lt;br /&gt;
Health: 120&lt;br /&gt;
&lt;br /&gt;
'''Regular Attack:'''&lt;br /&gt;
&lt;br /&gt;
Dart performs a blindingly fast headbutt causing serious damage to anybody he collides with.&lt;br /&gt;
&lt;br /&gt;
Damage: 60&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bubbles===&lt;br /&gt;
&lt;br /&gt;
[[File:bubblesMini.png|thumb|200px|right|Bubbles symbol]]&lt;br /&gt;
&lt;br /&gt;
Health: 140&lt;br /&gt;
&lt;br /&gt;
'''Regular Attack:'''&lt;br /&gt;
&lt;br /&gt;
Bubbles shoots a large slower moving projectile from his mouth that has a large area of effect.&lt;br /&gt;
&lt;br /&gt;
Damage: 50&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Toot===&lt;br /&gt;
&lt;br /&gt;
[[File:Tootmini.png|thumb|200px|right|Toot symbol]]&lt;br /&gt;
&lt;br /&gt;
Health: 80&lt;br /&gt;
&lt;br /&gt;
'''Regular Attack:'''&lt;br /&gt;
&lt;br /&gt;
Toot can acurately snipe enemies from long range for high damage.&lt;br /&gt;
&lt;br /&gt;
Damage: 100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Pokey===&lt;br /&gt;
&lt;br /&gt;
[[File:pokeyMini.png|thumb|200px|right|Pokey symbol]]&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
Health: 120&lt;br /&gt;
&lt;br /&gt;
'''Regular Attack'''&lt;br /&gt;
&lt;br /&gt;
Pokey performs a super powerful charge attack, taking control away from the player but dealing massive damage and sending foes flying.&lt;br /&gt;
&lt;br /&gt;
Damage: 80&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spiral===&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
[[File:spiralMini.png|thumb|200px|right|Spiral symbol]]&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
Health: 90&lt;br /&gt;
&lt;br /&gt;
'''Regular Attack'''&lt;br /&gt;
&lt;br /&gt;
Spiral attacks by loading it's cannon for a few seconds before firing a projectile which has a massive area of attack.&lt;br /&gt;
&lt;br /&gt;
Damage: 60&lt;/div&gt;</summary>
		<author><name>Jacob</name></author>
		
	</entry>
	<entry>
		<id>https://studiogrow.org/w/index.php?title=Combat&amp;diff=684</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://studiogrow.org/w/index.php?title=Combat&amp;diff=684"/>
		<updated>2011-10-11T00:23:33Z</updated>

		<summary type="html">&lt;p&gt;Jacob: /* Nom */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Combat in Grow is generally quite simple, with emphasis on tactic and creative use of character capabilities. Most critters attack through a simple, physical action. For example, Growl attacks by biting. For these critters, being near an enemy is necessary to deal damage. Other critters - more specifically those who grow from eating fruit and gaining skill - are capable of ranged attacks. Ranged attacks are aimed and are controlled by the mouse. The direction of the critter will fire is indicated by a small target on screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Combat mostly comes down to the critter's statistics. The battle statistics are attack power, attack rate and health. '''Attack power''' determines how much damage is dealt when a hit lands on an opposing player. '''Attack rate''' determines the pause between attacks and thus how many attacks a critter can land in any period of time. '''Health''', of course, determines the amount of damage a player can take before dying and needing to respawn.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage will not cause critters to flinch, but will simply cause the critters to temporarily glow red and make a short sound. Of course, the health meter will also decrease. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As well as physical and ranged attacks there is also a third method of combat: abilities. Abilities are unique talents made available to each critter. These resemble bonuses that players would typically, in other games, receive from pickups. Use of abilities is limited by a 'moxie' meter. Some abilities slowly diminish the moxie meter until it depletes entirely and the ability switches off. An example of this is Dart's camouflage, which will be active for only a short time before needing to replenish or 'cool down'. Other abilities instantly use up the whole meter, like Toot's sharp shoot, using the moxie for a single, powerful attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Nom]]===&lt;br /&gt;
&lt;br /&gt;
[[File:nomMini.png|thumb|200px|right|Nom symbol]]&lt;br /&gt;
&lt;br /&gt;
Health: 25&lt;br /&gt;
&lt;br /&gt;
'''Regular Attack:'''&lt;br /&gt;
&lt;br /&gt;
Nom chomps at the air and does very low damage to anybody directly in front of him.&lt;br /&gt;
&lt;br /&gt;
Damage: 10&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Growl]]===&lt;br /&gt;
&lt;br /&gt;
[[File:growlMini.png|thumb|200px|right|Growl symbol]]&lt;br /&gt;
&lt;br /&gt;
Health: 100&lt;br /&gt;
&lt;br /&gt;
'''Regular Attack:'''&lt;br /&gt;
&lt;br /&gt;
Growl uses his powerful jaws to deal considerable damage to enemies in front of him.&lt;br /&gt;
&lt;br /&gt;
Damage: 40&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Scamper===&lt;br /&gt;
&lt;br /&gt;
[[File:scamperMini.png|thumb|200px|right|Scamper symbol]]&lt;br /&gt;
&lt;br /&gt;
Health: 60&lt;br /&gt;
&lt;br /&gt;
'''Regular Attack:'''&lt;br /&gt;
&lt;br /&gt;
Scamper performs a super speedy headbutt that causes him to charge forward for about a second, dealing low to moderate damage to anybody he makes contact with.&lt;br /&gt;
&lt;br /&gt;
Damage: 20&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Newt===&lt;br /&gt;
&lt;br /&gt;
[[File:newtMini.png|thumb|200px|right|Newt symbol]]&lt;br /&gt;
&lt;br /&gt;
Health: 70&lt;br /&gt;
&lt;br /&gt;
'''Regular Attack:'''&lt;br /&gt;
&lt;br /&gt;
Newt spits a speedy projectile from his mouth dealing moderate damage to his target.&lt;br /&gt;
&lt;br /&gt;
Damage: 20&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Grumble===&lt;br /&gt;
&lt;br /&gt;
[[File:grumbleMini.png|thumb|200px|right|Grumble symbol]]&lt;br /&gt;
&lt;br /&gt;
Health: 200&lt;br /&gt;
&lt;br /&gt;
'''Regular Attack:'''&lt;br /&gt;
&lt;br /&gt;
Grumble takes a massive bite devouring almost anything that gets in his way.&lt;br /&gt;
&lt;br /&gt;
Damage: 100&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
===Dart===&lt;br /&gt;
&lt;br /&gt;
[[File:dartMini.png|thumb|200px|right|Dart symbol]]&lt;br /&gt;
&lt;br /&gt;
Health: 120&lt;br /&gt;
&lt;br /&gt;
'''Regular Attack:'''&lt;br /&gt;
&lt;br /&gt;
Dart performs a blindingly fast headbutt causing serious damage to anybody he collides with.&lt;br /&gt;
&lt;br /&gt;
Damage: 60&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bubbles===&lt;br /&gt;
&lt;br /&gt;
[[File:bubblesMini.png|thumb|200px|right|Bubbles symbol]]&lt;br /&gt;
&lt;br /&gt;
Health: 140&lt;br /&gt;
&lt;br /&gt;
'''Regular Attack:'''&lt;br /&gt;
&lt;br /&gt;
Bubbles shoots a large slower moving projectile from his mouth that has a large area of effect.&lt;br /&gt;
&lt;br /&gt;
Damage: 50&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Toot===&lt;br /&gt;
&lt;br /&gt;
[[File:Tootmini.png|thumb|200px|right|Toot symbol]]&lt;br /&gt;
&lt;br /&gt;
Health: 80&lt;br /&gt;
&lt;br /&gt;
'''Regular Attack:'''&lt;br /&gt;
&lt;br /&gt;
Toot can acurately snipe enemies from long range for high damage.&lt;br /&gt;
&lt;br /&gt;
Damage: 100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Pokey===&lt;br /&gt;
&lt;br /&gt;
[[File:pokeyMini.png|thumb|200px|right|Pokey symbol]]&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
Health: 120&lt;br /&gt;
&lt;br /&gt;
'''Regular Attack'''&lt;br /&gt;
&lt;br /&gt;
Pokey performs a super powerful charge attack, taking control away from the player but dealing massive damage and sending foes flying.&lt;br /&gt;
&lt;br /&gt;
Damage: 80&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spiral===&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
[[File:spiralMini.png|thumb|200px|right|Spiral symbol]]&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
Health: 90&lt;br /&gt;
&lt;br /&gt;
'''Regular Attack'''&lt;br /&gt;
&lt;br /&gt;
Spiral attacks by loading it's cannon for a few seconds before firing a projectile which has a massive area of attack.&lt;br /&gt;
&lt;br /&gt;
Damage: 60&lt;/div&gt;</summary>
		<author><name>Jacob</name></author>
		
	</entry>
	<entry>
		<id>https://studiogrow.org/w/index.php?title=Combat&amp;diff=683</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://studiogrow.org/w/index.php?title=Combat&amp;diff=683"/>
		<updated>2011-10-11T00:22:50Z</updated>

		<summary type="html">&lt;p&gt;Jacob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Combat in Grow is generally quite simple, with emphasis on tactic and creative use of character capabilities. Most critters attack through a simple, physical action. For example, Growl attacks by biting. For these critters, being near an enemy is necessary to deal damage. Other critters - more specifically those who grow from eating fruit and gaining skill - are capable of ranged attacks. Ranged attacks are aimed and are controlled by the mouse. The direction of the critter will fire is indicated by a small target on screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Combat mostly comes down to the critter's statistics. The battle statistics are attack power, attack rate and health. '''Attack power''' determines how much damage is dealt when a hit lands on an opposing player. '''Attack rate''' determines the pause between attacks and thus how many attacks a critter can land in any period of time. '''Health''', of course, determines the amount of damage a player can take before dying and needing to respawn.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage will not cause critters to flinch, but will simply cause the critters to temporarily glow red and make a short sound. Of course, the health meter will also decrease. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As well as physical and ranged attacks there is also a third method of combat: abilities. Abilities are unique talents made available to each critter. These resemble bonuses that players would typically, in other games, receive from pickups. Use of abilities is limited by a 'moxie' meter. Some abilities slowly diminish the moxie meter until it depletes entirely and the ability switches off. An example of this is Dart's camouflage, which will be active for only a short time before needing to replenish or 'cool down'. Other abilities instantly use up the whole meter, like Toot's sharp shoot, using the moxie for a single, powerful attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Nom]]===&lt;br /&gt;
&lt;br /&gt;
[[File:nomMini.png|thumb|200px|right|Nom symbol]]&lt;br /&gt;
&lt;br /&gt;
Health: 25&lt;br /&gt;
&lt;br /&gt;
'''Regular Attack:'''&lt;br /&gt;
&lt;br /&gt;
Nom chomps at the air and does very low damage to anybody directly in front of him.&lt;br /&gt;
&lt;br /&gt;
Damage: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Growl]]===&lt;br /&gt;
&lt;br /&gt;
[[File:growlMini.png|thumb|200px|right|Growl symbol]]&lt;br /&gt;
&lt;br /&gt;
Health: 100&lt;br /&gt;
&lt;br /&gt;
'''Regular Attack:'''&lt;br /&gt;
&lt;br /&gt;
Growl uses his powerful jaws to deal considerable damage to enemies in front of him.&lt;br /&gt;
&lt;br /&gt;
Damage: 40&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Scamper===&lt;br /&gt;
&lt;br /&gt;
[[File:scamperMini.png|thumb|200px|right|Scamper symbol]]&lt;br /&gt;
&lt;br /&gt;
Health: 60&lt;br /&gt;
&lt;br /&gt;
'''Regular Attack:'''&lt;br /&gt;
&lt;br /&gt;
Scamper performs a super speedy headbutt that causes him to charge forward for about a second, dealing low to moderate damage to anybody he makes contact with.&lt;br /&gt;
&lt;br /&gt;
Damage: 20&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Newt===&lt;br /&gt;
&lt;br /&gt;
[[File:newtMini.png|thumb|200px|right|Newt symbol]]&lt;br /&gt;
&lt;br /&gt;
Health: 70&lt;br /&gt;
&lt;br /&gt;
'''Regular Attack:'''&lt;br /&gt;
&lt;br /&gt;
Newt spits a speedy projectile from his mouth dealing moderate damage to his target.&lt;br /&gt;
&lt;br /&gt;
Damage: 20&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Grumble===&lt;br /&gt;
&lt;br /&gt;
[[File:grumbleMini.png|thumb|200px|right|Grumble symbol]]&lt;br /&gt;
&lt;br /&gt;
Health: 200&lt;br /&gt;
&lt;br /&gt;
'''Regular Attack:'''&lt;br /&gt;
&lt;br /&gt;
Grumble takes a massive bite devouring almost anything that gets in his way.&lt;br /&gt;
&lt;br /&gt;
Damage: 100&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
===Dart===&lt;br /&gt;
&lt;br /&gt;
[[File:dartMini.png|thumb|200px|right|Dart symbol]]&lt;br /&gt;
&lt;br /&gt;
Health: 120&lt;br /&gt;
&lt;br /&gt;
'''Regular Attack:'''&lt;br /&gt;
&lt;br /&gt;
Dart performs a blindingly fast headbutt causing serious damage to anybody he collides with.&lt;br /&gt;
&lt;br /&gt;
Damage: 60&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bubbles===&lt;br /&gt;
&lt;br /&gt;
[[File:bubblesMini.png|thumb|200px|right|Bubbles symbol]]&lt;br /&gt;
&lt;br /&gt;
Health: 140&lt;br /&gt;
&lt;br /&gt;
'''Regular Attack:'''&lt;br /&gt;
&lt;br /&gt;
Bubbles shoots a large slower moving projectile from his mouth that has a large area of effect.&lt;br /&gt;
&lt;br /&gt;
Damage: 50&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Toot===&lt;br /&gt;
&lt;br /&gt;
[[File:Tootmini.png|thumb|200px|right|Toot symbol]]&lt;br /&gt;
&lt;br /&gt;
Health: 80&lt;br /&gt;
&lt;br /&gt;
'''Regular Attack:'''&lt;br /&gt;
&lt;br /&gt;
Toot can acurately snipe enemies from long range for high damage.&lt;br /&gt;
&lt;br /&gt;
Damage: 100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Pokey===&lt;br /&gt;
&lt;br /&gt;
[[File:pokeyMini.png|thumb|200px|right|Pokey symbol]]&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
Health: 120&lt;br /&gt;
&lt;br /&gt;
'''Regular Attack'''&lt;br /&gt;
&lt;br /&gt;
Pokey performs a super powerful charge attack, taking control away from the player but dealing massive damage and sending foes flying.&lt;br /&gt;
&lt;br /&gt;
Damage: 80&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spiral===&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
[[File:spiralMini.png|thumb|200px|right|Spiral symbol]]&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
Health: 90&lt;br /&gt;
&lt;br /&gt;
'''Regular Attack'''&lt;br /&gt;
&lt;br /&gt;
Spiral attacks by loading it's cannon for a few seconds before firing a projectile which has a massive area of attack.&lt;br /&gt;
&lt;br /&gt;
Damage: 60&lt;/div&gt;</summary>
		<author><name>Jacob</name></author>
		
	</entry>
	<entry>
		<id>https://studiogrow.org/w/index.php?title=Main_Page&amp;diff=682</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://studiogrow.org/w/index.php?title=Main_Page&amp;diff=682"/>
		<updated>2011-10-11T00:20:30Z</updated>

		<summary type="html">&lt;p&gt;Jacob: /* Design */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== [[Grow]] ==&lt;br /&gt;
&lt;br /&gt;
[[File:grow title.png|thumb|400px|left]]&lt;br /&gt;
&lt;br /&gt;
===Management===&lt;br /&gt;
&lt;br /&gt;
[[Management Plan]]&lt;br /&gt;
&lt;br /&gt;
[[Schedule]]&lt;br /&gt;
&lt;br /&gt;
[http://rainbowprojectiles.com/w/images/2/22/Schedule.png Week-by-week]&lt;br /&gt;
&lt;br /&gt;
===Design===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Characters]]&lt;br /&gt;
&lt;br /&gt;
[[Eggs|Game Goals]]&lt;br /&gt;
&lt;br /&gt;
[[Eating|Eating and Growing]]&lt;br /&gt;
&lt;br /&gt;
[[Combat|Combat]]&lt;br /&gt;
&lt;br /&gt;
[[Level Design|Level Design]]&lt;br /&gt;
&lt;br /&gt;
[[The Asset List|Asset List]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Latest Version: [http://rainbowprojectiles.com/Grow.7z Grow Archive]. Extract to C:\UDK\&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Grow is a PC game that combines hectic, third-person, class-based gameplay, capture the flag team tactics and adorably quirky, Pokemon-inspired creatures to create an undeniably exciting multiplayer experience. In the vein of popular multiplayer games like Team Fortress 2, players help guide their team to victory in a variety of ways and a with a variety of characters.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Players must quickly grow their tiny critters into powerful monsters, eating an abundance of food throughout the level. What food the creature eats will determine what species it becomes, changing its abilities and tactics and leading to constantly changing and unique gameplay. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
The cute critters battle the creepy in an attempt to determine which species strain is worthy of survival. The player must work with their teammates to ensure the safety of their team’s eggs, all the while planning how to raid the enemy’s nest, stealing them for their own. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
It’s not all hack-and-slash in this clash of mighty yet altogether endearing monstrosities, team tactics mean everything in the many tangled paths that make up the vibrant levels.Will you defend, becoming an enormous blob of a monster? Attack the enemy as a giant charging lizard? Scout, darting quickly through tunnels too small for others to enter? Or be the hero who steals the enemy’s last egg? Sprinting, swimming, stealing, skirmishing, strategizing, and cartoon monsters; it doesn’t get much better than this. &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
Addictive, intuitive and steadily replayable, Grow aims to be the next LAN-ready, multiplayer funfest.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Scene2.png|thumb|800px|centre|Concept art]]&lt;br /&gt;
&lt;br /&gt;
==Past Projects==&lt;br /&gt;
&lt;br /&gt;
[[Reverie]]&lt;br /&gt;
&lt;br /&gt;
[[Semester 1, 2011]]&lt;/div&gt;</summary>
		<author><name>Jacob</name></author>
		
	</entry>
	<entry>
		<id>https://studiogrow.org/w/index.php?title=File:GrowthChart.jpg&amp;diff=681</id>
		<title>File:GrowthChart.jpg</title>
		<link rel="alternate" type="text/html" href="https://studiogrow.org/w/index.php?title=File:GrowthChart.jpg&amp;diff=681"/>
		<updated>2011-10-11T00:18:35Z</updated>

		<summary type="html">&lt;p&gt;Jacob: uploaded a new version of &amp;amp;quot;File:GrowthChart.jpg&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jacob</name></author>
		
	</entry>
	<entry>
		<id>https://studiogrow.org/w/index.php?title=Eating&amp;diff=680</id>
		<title>Eating</title>
		<link rel="alternate" type="text/html" href="https://studiogrow.org/w/index.php?title=Eating&amp;diff=680"/>
		<updated>2011-10-11T00:17:21Z</updated>

		<summary type="html">&lt;p&gt;Jacob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PickupsFruit.png|thumb|300px|right|Fruit pickups concept art]]&lt;br /&gt;
&lt;br /&gt;
[[File:PickupsMeat.png|thumb|300px|right|Meat pickups concept art]]&lt;br /&gt;
&lt;br /&gt;
[[File:PickupsCandy.png|thumb|300px|right|Candy pickups concept art]]&lt;br /&gt;
&lt;br /&gt;
Eating is a very important part of Grow. In order for the creatures to grow and gain the ability to attack and capture eggs, they must eat. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start with, a critter is in 'slug form' and is only capable of moving and eating. Fortunately, eating is simple. Players only need to move their creature to the food for the creature to eat it. After eating enough food, a player grows from slug form to 'creature form' and finally to the powerful 'beast form'.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are three types of food: meat, candy and fruit. Meat is attributed to 'power', candy to 'speed' and fruit to 'skill'. What type of food a creature eats most will determine what it will grow into. For example, eating a lot of meat will cause a critter to grow powerful; transforming into a larger, stronger creature. On the other hand, eating candy with cause a creature to get faster, becoming more streamlined and agile. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Grow features three levels of growth, therefore players need to eat more food after they grow the first time if they hope to become as strong as they can be. Moving from creature form to beast requires much more food than moving from slug to creature and requires more searching and collecting. Once again, the type of food a player eats determines what the critter will become in its third, beast level. However, the third form is also affected by the previous form. See [[Characters#Growth_Chart|evolution pathway]].    &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are three sizes of food: small, medium and large. Each size gives a different amount of 'stomach points' that are required to fill the stomach meter and cause the creature to grow. In slug form, a creature need only eat 5 points worth of one type of food to grow. In second form, the creature needs to eat 10 points. Small foods are worth 1 point, medium foods are worth 3 points and large foods are worth 6 points. Large foods are generally very difficult to find unless you explicitly search for them, being found in hard to reach places that branch off from the usual level pathways. &lt;br /&gt;
&lt;br /&gt;
**NOTE: Point system is subject to change for balancing needs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When a creature dies it hatches from an egg back at the base and reverts to slug form. It must then begin eating again to grow. This growth restart acts as a replacement for respawn time, which is a feature in almost every multi-player battle game. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An additional feature that we hope to include if time permits is a 'vomit' button. Pressing the button causes the creature to vomit and revert back to its previous form, allowing players to eat different food and grow differently.&lt;/div&gt;</summary>
		<author><name>Jacob</name></author>
		
	</entry>
	<entry>
		<id>https://studiogrow.org/w/index.php?title=Eating&amp;diff=679</id>
		<title>Eating</title>
		<link rel="alternate" type="text/html" href="https://studiogrow.org/w/index.php?title=Eating&amp;diff=679"/>
		<updated>2011-10-11T00:15:51Z</updated>

		<summary type="html">&lt;p&gt;Jacob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Eating is a very important part of Grow. In order for the creatures to grow and gain the ability to attack and capture eggs, they must eat. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start with, a critter is in 'slug form' and is only capable of moving and eating. Fortunately, eating is simple. Players only need to move their creature to the food for the creature to eat it. After eating enough food, a player grows from slug form to 'creature form' and finally to the powerful 'beast form'.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are three types of food: meat, candy and fruit. Meat is attributed to 'power', candy to 'speed' and fruit to 'skill'. What type of food a creature eats most will determine what it will grow into. For example, eating a lot of meat will cause a critter to grow powerful; transforming into a larger, stronger creature. On the other hand, eating candy with cause a creature to get faster, becoming more streamlined and agile. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Grow features three levels of growth, therefore players need to eat more food after they grow the first time if they hope to become as strong as they can be. Moving from creature form to beast requires much more food than moving from slug to creature and requires more searching and collecting. Once again, the type of food a player eats determines what the critter will become in its third, beast level. However, the third form is also affected by the previous form. See [[Characters#Growth_Chart|evolution pathway]].    &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are three sizes of food: small, medium and large. Each size gives a different amount of 'stomach points' that are required to fill the stomach meter and cause the creature to grow. In slug form, a creature need only eat 5 points worth of one type of food to grow. In second form, the creature needs to eat 10 points. Small foods are worth 1 point, medium foods are worth 3 points and large foods are worth 6 points. Large foods are generally very difficult to find unless you explicitly search for them, being found in hard to reach places that branch off from the usual level pathways. &lt;br /&gt;
&lt;br /&gt;
**NOTE: Point system is subject to change for balancing needs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When a creature dies it hatches from an egg back at the base and reverts to slug form. It must then begin eating again to grow. This growth restart acts as a replacement for respawn time, which is a feature in almost every multi-player battle game. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An additional feature that we hope to include if time permits is a 'vomit' button. Pressing the button causes the creature to vomit and revert back to its previous form, allowing players to eat different food and grow differently.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:PickupsFruit.png|thumb|400px|centre|Fruit pickups concept art]]&lt;br /&gt;
&lt;br /&gt;
[[File:PickupsMeat.png|thumb|400px|centre|Meat pickups concept art]]&lt;br /&gt;
&lt;br /&gt;
[[File:PickupsCandy.png|thumb|400px|centre|Candy pickups concept art]]&lt;/div&gt;</summary>
		<author><name>Jacob</name></author>
		
	</entry>
	<entry>
		<id>https://studiogrow.org/w/index.php?title=Grow&amp;diff=678</id>
		<title>Grow</title>
		<link rel="alternate" type="text/html" href="https://studiogrow.org/w/index.php?title=Grow&amp;diff=678"/>
		<updated>2011-10-11T00:12:43Z</updated>

		<summary type="html">&lt;p&gt;Jacob: /* Growing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Grow is a PC game that combines hectic, third-person, class-based gameplay,capture the flag team tactics and adorably quirky, Pokemon-inspired creatures to create an undeniably exciting multiplayer experience. In the vein of popular multiplayer games like Team Fortress 2, players help guide their team to victory in a variety of ways and a with a variety of characters.&lt;br /&gt;
 &lt;br /&gt;
Players must quickly grow their tiny critters into powerful monsters, eating an abundance of food throughout the level. What food the creature eats will determine what species it becomes, changing its abilities and tactics and leading to constantly changing and unique gameplay. &lt;br /&gt;
 &lt;br /&gt;
The cute critters battle the creepy in an attempt to determine which species strain is worthy of survival. The player must work with their teammates to ensure the safety of their team’s eggs, all the while planning how to raid the enemy’s nest, stealing them for their own. &lt;br /&gt;
 &lt;br /&gt;
It’s not all hack-and-slash in this clash of mighty yet altogether endearing monstrosities, team tactics mean everything in the many tangled paths that make up the vibrant levels.Will you defend, becoming an enormous blob of a monster? Attack the enemy as a giant charging lizard? Scout, darting quickly through tunnels too small for others to enter? Or be the hero who steals the enemy’s last egg? Sprinting, swimming, stealing, skirmishing, strategizing, and cartoon monsters; it doesn’t get much better than this. &lt;br /&gt;
 &lt;br /&gt;
Addictive, intuitive and steadily replayable, Grow aims to be next LAN-ready, multiplayer funfest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
[[Management Plan|Plan, tasks and design overview for team members are  detailed on the 'Management Plan' page. ]]&lt;br /&gt;
&lt;br /&gt;
===Growing===&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Start_critters_small.jpg|100px|frame|The first species (the bird and hamster species will not be seen in the prototype)]] At the beginning, players hatch from eggs in their team's base. They are tiny and weak, unable to hurt each other much at all. They must scuttle, slide or hop around in search of food. There are three types of food: candy, fruit and meat. Eating candy improves a player's speed level, causing them to move faster and jump higher. Eating fruit improves a player's skill level, allowing them to jump  higher, swim, shoot and so on. Eating meat improves a player's toughness level, giving them stronger attack and stamina. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second stage begins once a player has eaten 5 of one type of food. They then 'grow' into a new species of creature, based on what type of food they most ate. At this stage, players can move around better, start attacking each other and steal each other's eggs (the goal of the game).&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The player, however, can choose to seek out a further level of growth by acquiring more food around the level. The final level of growth occurs after 10 growth points are obtained in one stat (as before: speed, skill and toughness). The final species is based on both the stat filled out, and the initial growth. This results in a tree of possible species (see below) with a total of 13 per initial player character, including that character.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Eggs===&lt;br /&gt;
  &lt;br /&gt;
[[Eggs|Game goals detailed on 'Eggs' page.]] &lt;br /&gt;
&lt;br /&gt;
Stealing enemy eggs is the main goal of the game. Whenever an opposing team's player reaches the 'nest' in a team's base, they receive an egg. They then must rush back to their own nest in order to get points for their team. It is the focus of the team to both steal eggs and stop opposing players from stealing eggs. When a team runs out of eggs, they lose. However, if neither team loses all their eggs before the timer runs out, the team with the most eggs wins. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When a player respawns they hatch from an egg, therefore their team loses an egg. If enough players die on a team that team will run out of eggs and instantly lose. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Player's carrying eggs will drop them if they are hit too much during their run. The amount a player character must be hit before dropping an egg differs based on the species of the character. For example, a 'speedster' type character need only be hit once before dropping an egg. A 'tank' type player, however, must lose 80% of their health before dropping the egg. Player's can also choose to drop the egg at any time. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some species lose their ability to attack when holding eggs, some slow down, and some are unaffected.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Classes===&lt;br /&gt;
 &lt;br /&gt;
[[Characters|Classes detailed on 'Characters' page.]] &lt;br /&gt;
&lt;br /&gt;
The plan for species is to have 'classes' that determine the purpose of certain paths of growth. For example, following a path of double speed leads to a speedster class species, who moves incredibly fast and dodges attacks well but has terrible defences and die easily. The purpose of a speedster class is generally to scout or steal eggs quickly. Someone who grows with speed and power becomes a 'tank' class, whose purpose is to push the frontlines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Nom_small.jpg|thumb|400px|centre|An evolution example]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pick ups===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:pickupsFruit.png|200px|thumb|left|Fruit pickups]]&lt;br /&gt;
&lt;br /&gt;
[[Eating|Pickups detailed on 'Eating' page.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Grow features three types of pickups that the player can collect throughout play. These are: meat, fruit and candy. These three type of foods gradually fill up the stomach-meter as they are collected. Collecting a certain amount of one type causes a species to 'grow' into a new species. Simply running through a pickup causes the player character to pick it up and they play a short eating animation, coupled with generic eating sounds.  &lt;br /&gt;
&lt;br /&gt;
All of the pickups come in three different sizes, dictating how many points they will give the player character toward growing to their next stage. Small gives 5 points, medium gives 10 points and large gives 20. Large items are only found in secluded and often difficult to each areas around the level.  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Teams===&lt;br /&gt;
&lt;br /&gt;
[[File:NomTeamsSmall.jpg|400px|thumb|right|Team concepts]]&lt;br /&gt;
&lt;br /&gt;
Our intention for the teams is something akin to Team Fortress 2. Each character will hopefully have some amount of personality and the teams themselves will differ from each other both in appearance and theme. &lt;br /&gt;
&lt;br /&gt;
An idea for later in the development is to set up the two teams with alternate textures. An example would be to have team 1 members with original character textures, cute and bright, and have team 2 with alternate textures that are dark, creepy and zombified. This will allow players to easily distinguish friend from foe and give the action-based games a bit of intrinsic narrative value. &lt;br /&gt;
&lt;br /&gt;
This way of giving personality to the game using strong character design is drawn from Team Fortress 2. Classes in the game all have distinctive personalities that their visual designs are based around. These strong designs give the game itself much more personality and add a unique comical and entertaining atmosphere to an otherwise overtly action-based game. &lt;br /&gt;
&lt;br /&gt;
Team Fortress also sets ups unique 'bases', or spawn points, for each team. The red team always has a rustic, barn-like base design while the blue team usually spawns in industrial, steel-based buildings. We hope to incorporate this idea in our level designs and we believe it will hold a lot of value, with our design goal to have players breaking into opposing teams bases and paying heavy attention to their surroundings.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
&lt;br /&gt;
[[Combat|Combat detailed on 'Combat' page.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Combat occurs through a few different layers, though altogether we hope to keep the system quite simple. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The majority of the combat is fast-paced melee combat, occuring when two enemy characters meet head-to-head. Attacking will generally be simple, clicking the mouse causes player characters to attack directly in front of them and hurt the enemy character. There will be a cooldown, so player's can't abuse the attack button, and some characters will have faster attacking rates than others. Damage will also vary greatly between character classes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second layer comes from the inclusion of 'abilities'. Abilities are completely unique to each character and can be activated to give a player an in-game advantage. Abilities include turning invisible or slamming the ground to immobilise nearby enemies. Each ability has a cool down time before it can be used again, indicated by an 'energy bar' on the HUD. Some abilities instantly use up all the energy in the bar, while others have a lasting effect, slowly depleting the energy bar before deactivating automatically. Players may also choose to deactivate a lasting ability by pressing the ability button, in order to not waste energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Health will, naturally, play an important role in combat. Players will attack each other until either one hits 0 health and dies, respawning almost instantly at their base. Health can be replenished by eating food.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===HUD===&lt;br /&gt;
&lt;br /&gt;
[[File:HUD2.png|400px|thumb|right|HUD design concept]]The HUD will be kept as simple as possible to match with the concept of instinct-driven animals. So far, it's only foreseen that the HUD will require a health bar, an energy bar (to display ability cool-down) and, most noticeably, a 'belly indicator', to show how much the player's creature has eaten and how close they are to growing to their next stage. The addition of an 'egg count' is likely, so players know how many eggs their team has left.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The belly indicator will be a cute symbol of a character with an empty stomach. As the player eats meat, fruit and candy, the belly of the symbol fills up with liquid. The liquid changes colour to match what type of food the player has eaten most of, thus indicating what class the creature will grow into. Red for eating meat, leading to power class; blue for eating candy, leading to skill class; green for eating fruit, leading to speed class. If, by chance, the player has eaten the same amount of two types of food, the colour will change to indicate that. For example, having eaten the same amount of meat and candy (with this amount being greater than the amount of fruit eaten) will result in a purple coloured stomach. When the player is at their final stage of growth, the symbol changes to no longer display the empty stomach, instead showing a happier, fatter character.   &lt;br /&gt;
&lt;br /&gt;
The health bar will be a simple, red-coloured bar. The energy bar will look almost identical to the health bar, only smaller and blue-ish in colour.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Happybubbles.jpg|thumb|600px|centre|A screenshot showing one of the characters, Bubbles]]&lt;/div&gt;</summary>
		<author><name>Jacob</name></author>
		
	</entry>
	<entry>
		<id>https://studiogrow.org/w/index.php?title=Grow&amp;diff=677</id>
		<title>Grow</title>
		<link rel="alternate" type="text/html" href="https://studiogrow.org/w/index.php?title=Grow&amp;diff=677"/>
		<updated>2011-10-11T00:12:30Z</updated>

		<summary type="html">&lt;p&gt;Jacob: /* Growing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Grow is a PC game that combines hectic, third-person, class-based gameplay,capture the flag team tactics and adorably quirky, Pokemon-inspired creatures to create an undeniably exciting multiplayer experience. In the vein of popular multiplayer games like Team Fortress 2, players help guide their team to victory in a variety of ways and a with a variety of characters.&lt;br /&gt;
 &lt;br /&gt;
Players must quickly grow their tiny critters into powerful monsters, eating an abundance of food throughout the level. What food the creature eats will determine what species it becomes, changing its abilities and tactics and leading to constantly changing and unique gameplay. &lt;br /&gt;
 &lt;br /&gt;
The cute critters battle the creepy in an attempt to determine which species strain is worthy of survival. The player must work with their teammates to ensure the safety of their team’s eggs, all the while planning how to raid the enemy’s nest, stealing them for their own. &lt;br /&gt;
 &lt;br /&gt;
It’s not all hack-and-slash in this clash of mighty yet altogether endearing monstrosities, team tactics mean everything in the many tangled paths that make up the vibrant levels.Will you defend, becoming an enormous blob of a monster? Attack the enemy as a giant charging lizard? Scout, darting quickly through tunnels too small for others to enter? Or be the hero who steals the enemy’s last egg? Sprinting, swimming, stealing, skirmishing, strategizing, and cartoon monsters; it doesn’t get much better than this. &lt;br /&gt;
 &lt;br /&gt;
Addictive, intuitive and steadily replayable, Grow aims to be next LAN-ready, multiplayer funfest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
[[Management Plan|Plan, tasks and design overview for team members are  detailed on the 'Management Plan' page. ]]&lt;br /&gt;
&lt;br /&gt;
===Growing===&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Start_critters_small.jpg|100px|frame|The first species (the two bird and hamster species will not be seen in the prototype)]] At the beginning, players hatch from eggs in their team's base. They are tiny and weak, unable to hurt each other much at all. They must scuttle, slide or hop around in search of food. There are three types of food: candy, fruit and meat. Eating candy improves a player's speed level, causing them to move faster and jump higher. Eating fruit improves a player's skill level, allowing them to jump  higher, swim, shoot and so on. Eating meat improves a player's toughness level, giving them stronger attack and stamina. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second stage begins once a player has eaten 5 of one type of food. They then 'grow' into a new species of creature, based on what type of food they most ate. At this stage, players can move around better, start attacking each other and steal each other's eggs (the goal of the game).&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The player, however, can choose to seek out a further level of growth by acquiring more food around the level. The final level of growth occurs after 10 growth points are obtained in one stat (as before: speed, skill and toughness). The final species is based on both the stat filled out, and the initial growth. This results in a tree of possible species (see below) with a total of 13 per initial player character, including that character.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Eggs===&lt;br /&gt;
  &lt;br /&gt;
[[Eggs|Game goals detailed on 'Eggs' page.]] &lt;br /&gt;
&lt;br /&gt;
Stealing enemy eggs is the main goal of the game. Whenever an opposing team's player reaches the 'nest' in a team's base, they receive an egg. They then must rush back to their own nest in order to get points for their team. It is the focus of the team to both steal eggs and stop opposing players from stealing eggs. When a team runs out of eggs, they lose. However, if neither team loses all their eggs before the timer runs out, the team with the most eggs wins. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When a player respawns they hatch from an egg, therefore their team loses an egg. If enough players die on a team that team will run out of eggs and instantly lose. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Player's carrying eggs will drop them if they are hit too much during their run. The amount a player character must be hit before dropping an egg differs based on the species of the character. For example, a 'speedster' type character need only be hit once before dropping an egg. A 'tank' type player, however, must lose 80% of their health before dropping the egg. Player's can also choose to drop the egg at any time. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some species lose their ability to attack when holding eggs, some slow down, and some are unaffected.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Classes===&lt;br /&gt;
 &lt;br /&gt;
[[Characters|Classes detailed on 'Characters' page.]] &lt;br /&gt;
&lt;br /&gt;
The plan for species is to have 'classes' that determine the purpose of certain paths of growth. For example, following a path of double speed leads to a speedster class species, who moves incredibly fast and dodges attacks well but has terrible defences and die easily. The purpose of a speedster class is generally to scout or steal eggs quickly. Someone who grows with speed and power becomes a 'tank' class, whose purpose is to push the frontlines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Nom_small.jpg|thumb|400px|centre|An evolution example]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pick ups===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:pickupsFruit.png|200px|thumb|left|Fruit pickups]]&lt;br /&gt;
&lt;br /&gt;
[[Eating|Pickups detailed on 'Eating' page.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Grow features three types of pickups that the player can collect throughout play. These are: meat, fruit and candy. These three type of foods gradually fill up the stomach-meter as they are collected. Collecting a certain amount of one type causes a species to 'grow' into a new species. Simply running through a pickup causes the player character to pick it up and they play a short eating animation, coupled with generic eating sounds.  &lt;br /&gt;
&lt;br /&gt;
All of the pickups come in three different sizes, dictating how many points they will give the player character toward growing to their next stage. Small gives 5 points, medium gives 10 points and large gives 20. Large items are only found in secluded and often difficult to each areas around the level.  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Teams===&lt;br /&gt;
&lt;br /&gt;
[[File:NomTeamsSmall.jpg|400px|thumb|right|Team concepts]]&lt;br /&gt;
&lt;br /&gt;
Our intention for the teams is something akin to Team Fortress 2. Each character will hopefully have some amount of personality and the teams themselves will differ from each other both in appearance and theme. &lt;br /&gt;
&lt;br /&gt;
An idea for later in the development is to set up the two teams with alternate textures. An example would be to have team 1 members with original character textures, cute and bright, and have team 2 with alternate textures that are dark, creepy and zombified. This will allow players to easily distinguish friend from foe and give the action-based games a bit of intrinsic narrative value. &lt;br /&gt;
&lt;br /&gt;
This way of giving personality to the game using strong character design is drawn from Team Fortress 2. Classes in the game all have distinctive personalities that their visual designs are based around. These strong designs give the game itself much more personality and add a unique comical and entertaining atmosphere to an otherwise overtly action-based game. &lt;br /&gt;
&lt;br /&gt;
Team Fortress also sets ups unique 'bases', or spawn points, for each team. The red team always has a rustic, barn-like base design while the blue team usually spawns in industrial, steel-based buildings. We hope to incorporate this idea in our level designs and we believe it will hold a lot of value, with our design goal to have players breaking into opposing teams bases and paying heavy attention to their surroundings.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
&lt;br /&gt;
[[Combat|Combat detailed on 'Combat' page.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Combat occurs through a few different layers, though altogether we hope to keep the system quite simple. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The majority of the combat is fast-paced melee combat, occuring when two enemy characters meet head-to-head. Attacking will generally be simple, clicking the mouse causes player characters to attack directly in front of them and hurt the enemy character. There will be a cooldown, so player's can't abuse the attack button, and some characters will have faster attacking rates than others. Damage will also vary greatly between character classes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second layer comes from the inclusion of 'abilities'. Abilities are completely unique to each character and can be activated to give a player an in-game advantage. Abilities include turning invisible or slamming the ground to immobilise nearby enemies. Each ability has a cool down time before it can be used again, indicated by an 'energy bar' on the HUD. Some abilities instantly use up all the energy in the bar, while others have a lasting effect, slowly depleting the energy bar before deactivating automatically. Players may also choose to deactivate a lasting ability by pressing the ability button, in order to not waste energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Health will, naturally, play an important role in combat. Players will attack each other until either one hits 0 health and dies, respawning almost instantly at their base. Health can be replenished by eating food.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===HUD===&lt;br /&gt;
&lt;br /&gt;
[[File:HUD2.png|400px|thumb|right|HUD design concept]]The HUD will be kept as simple as possible to match with the concept of instinct-driven animals. So far, it's only foreseen that the HUD will require a health bar, an energy bar (to display ability cool-down) and, most noticeably, a 'belly indicator', to show how much the player's creature has eaten and how close they are to growing to their next stage. The addition of an 'egg count' is likely, so players know how many eggs their team has left.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The belly indicator will be a cute symbol of a character with an empty stomach. As the player eats meat, fruit and candy, the belly of the symbol fills up with liquid. The liquid changes colour to match what type of food the player has eaten most of, thus indicating what class the creature will grow into. Red for eating meat, leading to power class; blue for eating candy, leading to skill class; green for eating fruit, leading to speed class. If, by chance, the player has eaten the same amount of two types of food, the colour will change to indicate that. For example, having eaten the same amount of meat and candy (with this amount being greater than the amount of fruit eaten) will result in a purple coloured stomach. When the player is at their final stage of growth, the symbol changes to no longer display the empty stomach, instead showing a happier, fatter character.   &lt;br /&gt;
&lt;br /&gt;
The health bar will be a simple, red-coloured bar. The energy bar will look almost identical to the health bar, only smaller and blue-ish in colour.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Happybubbles.jpg|thumb|600px|centre|A screenshot showing one of the characters, Bubbles]]&lt;/div&gt;</summary>
		<author><name>Jacob</name></author>
		
	</entry>
	<entry>
		<id>https://studiogrow.org/w/index.php?title=Grow&amp;diff=676</id>
		<title>Grow</title>
		<link rel="alternate" type="text/html" href="https://studiogrow.org/w/index.php?title=Grow&amp;diff=676"/>
		<updated>2011-10-11T00:07:26Z</updated>

		<summary type="html">&lt;p&gt;Jacob: /* HUD */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Grow is a PC game that combines hectic, third-person, class-based gameplay,capture the flag team tactics and adorably quirky, Pokemon-inspired creatures to create an undeniably exciting multiplayer experience. In the vein of popular multiplayer games like Team Fortress 2, players help guide their team to victory in a variety of ways and a with a variety of characters.&lt;br /&gt;
 &lt;br /&gt;
Players must quickly grow their tiny critters into powerful monsters, eating an abundance of food throughout the level. What food the creature eats will determine what species it becomes, changing its abilities and tactics and leading to constantly changing and unique gameplay. &lt;br /&gt;
 &lt;br /&gt;
The cute critters battle the creepy in an attempt to determine which species strain is worthy of survival. The player must work with their teammates to ensure the safety of their team’s eggs, all the while planning how to raid the enemy’s nest, stealing them for their own. &lt;br /&gt;
 &lt;br /&gt;
It’s not all hack-and-slash in this clash of mighty yet altogether endearing monstrosities, team tactics mean everything in the many tangled paths that make up the vibrant levels.Will you defend, becoming an enormous blob of a monster? Attack the enemy as a giant charging lizard? Scout, darting quickly through tunnels too small for others to enter? Or be the hero who steals the enemy’s last egg? Sprinting, swimming, stealing, skirmishing, strategizing, and cartoon monsters; it doesn’t get much better than this. &lt;br /&gt;
 &lt;br /&gt;
Addictive, intuitive and steadily replayable, Grow aims to be next LAN-ready, multiplayer funfest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
[[Management Plan|Plan, tasks and design overview for team members are  detailed on the 'Management Plan' page. ]]&lt;br /&gt;
&lt;br /&gt;
===Growing===&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Start_critters_small.jpg|100px|frame|The first species]] At the beginning, players hatch from eggs in their team's base. They are tiny and weak, unable to hurt each other. They must scuttle, slide or hop around in search of food. There are three types of food: insects, fruit and rocks. Eating insects improves a player's speed level, causing them to move faster. Eating fruit improves a player's skill level, allowing them to jump  higher, open doors and so on. Eating rocks improves a player's toughness level, giving them stronger defence and stamina. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second stage begins once a player has eaten 5 of one type of food. They then 'grow' into a new species of creature, based on what type of food they most ate. At this stage, players can move around better, start attacking each other and steal each other's eggs (the goal of the game).&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The player, however, can choose to seek out a further level of growth by acquiring power ups around the level, or by killing enemy players and receiving a percentage of their acquired growth (dropped on death). The final level of growth occurs after 100 growth points are obtained in one stat (as before: speed, skill and toughness). The final species is based on both the stat filled out, and the initial growth. This results in a tree of possible species (see below) with a total of 13 per initial player character, including that character.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Eggs===&lt;br /&gt;
  &lt;br /&gt;
[[Eggs|Game goals detailed on 'Eggs' page.]] &lt;br /&gt;
&lt;br /&gt;
Stealing enemy eggs is the main goal of the game. Whenever an opposing team's player reaches the 'nest' in a team's base, they receive an egg. They then must rush back to their own nest in order to get points for their team. It is the focus of the team to both steal eggs and stop opposing players from stealing eggs. When a team runs out of eggs, they lose. However, if neither team loses all their eggs before the timer runs out, the team with the most eggs wins. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When a player respawns they hatch from an egg, therefore their team loses an egg. If enough players die on a team that team will run out of eggs and instantly lose. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Player's carrying eggs will drop them if they are hit too much during their run. The amount a player character must be hit before dropping an egg differs based on the species of the character. For example, a 'speedster' type character need only be hit once before dropping an egg. A 'tank' type player, however, must lose 80% of their health before dropping the egg. Player's can also choose to drop the egg at any time. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some species lose their ability to attack when holding eggs, some slow down, and some are unaffected.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Classes===&lt;br /&gt;
 &lt;br /&gt;
[[Characters|Classes detailed on 'Characters' page.]] &lt;br /&gt;
&lt;br /&gt;
The plan for species is to have 'classes' that determine the purpose of certain paths of growth. For example, following a path of double speed leads to a speedster class species, who moves incredibly fast and dodges attacks well but has terrible defences and die easily. The purpose of a speedster class is generally to scout or steal eggs quickly. Someone who grows with speed and power becomes a 'tank' class, whose purpose is to push the frontlines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Nom_small.jpg|thumb|400px|centre|An evolution example]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pick ups===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:pickupsFruit.png|200px|thumb|left|Fruit pickups]]&lt;br /&gt;
&lt;br /&gt;
[[Eating|Pickups detailed on 'Eating' page.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Grow features three types of pickups that the player can collect throughout play. These are: meat, fruit and candy. These three type of foods gradually fill up the stomach-meter as they are collected. Collecting a certain amount of one type causes a species to 'grow' into a new species. Simply running through a pickup causes the player character to pick it up and they play a short eating animation, coupled with generic eating sounds.  &lt;br /&gt;
&lt;br /&gt;
All of the pickups come in three different sizes, dictating how many points they will give the player character toward growing to their next stage. Small gives 5 points, medium gives 10 points and large gives 20. Large items are only found in secluded and often difficult to each areas around the level.  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Teams===&lt;br /&gt;
&lt;br /&gt;
[[File:NomTeamsSmall.jpg|400px|thumb|right|Team concepts]]&lt;br /&gt;
&lt;br /&gt;
Our intention for the teams is something akin to Team Fortress 2. Each character will hopefully have some amount of personality and the teams themselves will differ from each other both in appearance and theme. &lt;br /&gt;
&lt;br /&gt;
An idea for later in the development is to set up the two teams with alternate textures. An example would be to have team 1 members with original character textures, cute and bright, and have team 2 with alternate textures that are dark, creepy and zombified. This will allow players to easily distinguish friend from foe and give the action-based games a bit of intrinsic narrative value. &lt;br /&gt;
&lt;br /&gt;
This way of giving personality to the game using strong character design is drawn from Team Fortress 2. Classes in the game all have distinctive personalities that their visual designs are based around. These strong designs give the game itself much more personality and add a unique comical and entertaining atmosphere to an otherwise overtly action-based game. &lt;br /&gt;
&lt;br /&gt;
Team Fortress also sets ups unique 'bases', or spawn points, for each team. The red team always has a rustic, barn-like base design while the blue team usually spawns in industrial, steel-based buildings. We hope to incorporate this idea in our level designs and we believe it will hold a lot of value, with our design goal to have players breaking into opposing teams bases and paying heavy attention to their surroundings.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
&lt;br /&gt;
[[Combat|Combat detailed on 'Combat' page.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Combat occurs through a few different layers, though altogether we hope to keep the system quite simple. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The majority of the combat is fast-paced melee combat, occuring when two enemy characters meet head-to-head. Attacking will generally be simple, clicking the mouse causes player characters to attack directly in front of them and hurt the enemy character. There will be a cooldown, so player's can't abuse the attack button, and some characters will have faster attacking rates than others. Damage will also vary greatly between character classes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second layer comes from the inclusion of 'abilities'. Abilities are completely unique to each character and can be activated to give a player an in-game advantage. Abilities include turning invisible or slamming the ground to immobilise nearby enemies. Each ability has a cool down time before it can be used again, indicated by an 'energy bar' on the HUD. Some abilities instantly use up all the energy in the bar, while others have a lasting effect, slowly depleting the energy bar before deactivating automatically. Players may also choose to deactivate a lasting ability by pressing the ability button, in order to not waste energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Health will, naturally, play an important role in combat. Players will attack each other until either one hits 0 health and dies, respawning almost instantly at their base. Health can be replenished by eating food.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===HUD===&lt;br /&gt;
&lt;br /&gt;
[[File:HUD2.png|400px|thumb|right|HUD design concept]]The HUD will be kept as simple as possible to match with the concept of instinct-driven animals. So far, it's only foreseen that the HUD will require a health bar, an energy bar (to display ability cool-down) and, most noticeably, a 'belly indicator', to show how much the player's creature has eaten and how close they are to growing to their next stage. The addition of an 'egg count' is likely, so players know how many eggs their team has left.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The belly indicator will be a cute symbol of a character with an empty stomach. As the player eats meat, fruit and candy, the belly of the symbol fills up with liquid. The liquid changes colour to match what type of food the player has eaten most of, thus indicating what class the creature will grow into. Red for eating meat, leading to power class; blue for eating candy, leading to skill class; green for eating fruit, leading to speed class. If, by chance, the player has eaten the same amount of two types of food, the colour will change to indicate that. For example, having eaten the same amount of meat and candy (with this amount being greater than the amount of fruit eaten) will result in a purple coloured stomach. When the player is at their final stage of growth, the symbol changes to no longer display the empty stomach, instead showing a happier, fatter character.   &lt;br /&gt;
&lt;br /&gt;
The health bar will be a simple, red-coloured bar. The energy bar will look almost identical to the health bar, only smaller and blue-ish in colour.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Happybubbles.jpg|thumb|600px|centre|A screenshot showing one of the characters, Bubbles]]&lt;/div&gt;</summary>
		<author><name>Jacob</name></author>
		
	</entry>
	<entry>
		<id>https://studiogrow.org/w/index.php?title=Grow&amp;diff=675</id>
		<title>Grow</title>
		<link rel="alternate" type="text/html" href="https://studiogrow.org/w/index.php?title=Grow&amp;diff=675"/>
		<updated>2011-10-11T00:07:16Z</updated>

		<summary type="html">&lt;p&gt;Jacob: /* HUD */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Grow is a PC game that combines hectic, third-person, class-based gameplay,capture the flag team tactics and adorably quirky, Pokemon-inspired creatures to create an undeniably exciting multiplayer experience. In the vein of popular multiplayer games like Team Fortress 2, players help guide their team to victory in a variety of ways and a with a variety of characters.&lt;br /&gt;
 &lt;br /&gt;
Players must quickly grow their tiny critters into powerful monsters, eating an abundance of food throughout the level. What food the creature eats will determine what species it becomes, changing its abilities and tactics and leading to constantly changing and unique gameplay. &lt;br /&gt;
 &lt;br /&gt;
The cute critters battle the creepy in an attempt to determine which species strain is worthy of survival. The player must work with their teammates to ensure the safety of their team’s eggs, all the while planning how to raid the enemy’s nest, stealing them for their own. &lt;br /&gt;
 &lt;br /&gt;
It’s not all hack-and-slash in this clash of mighty yet altogether endearing monstrosities, team tactics mean everything in the many tangled paths that make up the vibrant levels.Will you defend, becoming an enormous blob of a monster? Attack the enemy as a giant charging lizard? Scout, darting quickly through tunnels too small for others to enter? Or be the hero who steals the enemy’s last egg? Sprinting, swimming, stealing, skirmishing, strategizing, and cartoon monsters; it doesn’t get much better than this. &lt;br /&gt;
 &lt;br /&gt;
Addictive, intuitive and steadily replayable, Grow aims to be next LAN-ready, multiplayer funfest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
[[Management Plan|Plan, tasks and design overview for team members are  detailed on the 'Management Plan' page. ]]&lt;br /&gt;
&lt;br /&gt;
===Growing===&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Start_critters_small.jpg|100px|frame|The first species]] At the beginning, players hatch from eggs in their team's base. They are tiny and weak, unable to hurt each other. They must scuttle, slide or hop around in search of food. There are three types of food: insects, fruit and rocks. Eating insects improves a player's speed level, causing them to move faster. Eating fruit improves a player's skill level, allowing them to jump  higher, open doors and so on. Eating rocks improves a player's toughness level, giving them stronger defence and stamina. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second stage begins once a player has eaten 5 of one type of food. They then 'grow' into a new species of creature, based on what type of food they most ate. At this stage, players can move around better, start attacking each other and steal each other's eggs (the goal of the game).&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The player, however, can choose to seek out a further level of growth by acquiring power ups around the level, or by killing enemy players and receiving a percentage of their acquired growth (dropped on death). The final level of growth occurs after 100 growth points are obtained in one stat (as before: speed, skill and toughness). The final species is based on both the stat filled out, and the initial growth. This results in a tree of possible species (see below) with a total of 13 per initial player character, including that character.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Eggs===&lt;br /&gt;
  &lt;br /&gt;
[[Eggs|Game goals detailed on 'Eggs' page.]] &lt;br /&gt;
&lt;br /&gt;
Stealing enemy eggs is the main goal of the game. Whenever an opposing team's player reaches the 'nest' in a team's base, they receive an egg. They then must rush back to their own nest in order to get points for their team. It is the focus of the team to both steal eggs and stop opposing players from stealing eggs. When a team runs out of eggs, they lose. However, if neither team loses all their eggs before the timer runs out, the team with the most eggs wins. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When a player respawns they hatch from an egg, therefore their team loses an egg. If enough players die on a team that team will run out of eggs and instantly lose. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Player's carrying eggs will drop them if they are hit too much during their run. The amount a player character must be hit before dropping an egg differs based on the species of the character. For example, a 'speedster' type character need only be hit once before dropping an egg. A 'tank' type player, however, must lose 80% of their health before dropping the egg. Player's can also choose to drop the egg at any time. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some species lose their ability to attack when holding eggs, some slow down, and some are unaffected.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Classes===&lt;br /&gt;
 &lt;br /&gt;
[[Characters|Classes detailed on 'Characters' page.]] &lt;br /&gt;
&lt;br /&gt;
The plan for species is to have 'classes' that determine the purpose of certain paths of growth. For example, following a path of double speed leads to a speedster class species, who moves incredibly fast and dodges attacks well but has terrible defences and die easily. The purpose of a speedster class is generally to scout or steal eggs quickly. Someone who grows with speed and power becomes a 'tank' class, whose purpose is to push the frontlines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Nom_small.jpg|thumb|400px|centre|An evolution example]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pick ups===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:pickupsFruit.png|200px|thumb|left|Fruit pickups]]&lt;br /&gt;
&lt;br /&gt;
[[Eating|Pickups detailed on 'Eating' page.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Grow features three types of pickups that the player can collect throughout play. These are: meat, fruit and candy. These three type of foods gradually fill up the stomach-meter as they are collected. Collecting a certain amount of one type causes a species to 'grow' into a new species. Simply running through a pickup causes the player character to pick it up and they play a short eating animation, coupled with generic eating sounds.  &lt;br /&gt;
&lt;br /&gt;
All of the pickups come in three different sizes, dictating how many points they will give the player character toward growing to their next stage. Small gives 5 points, medium gives 10 points and large gives 20. Large items are only found in secluded and often difficult to each areas around the level.  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Teams===&lt;br /&gt;
&lt;br /&gt;
[[File:NomTeamsSmall.jpg|400px|thumb|right|Team concepts]]&lt;br /&gt;
&lt;br /&gt;
Our intention for the teams is something akin to Team Fortress 2. Each character will hopefully have some amount of personality and the teams themselves will differ from each other both in appearance and theme. &lt;br /&gt;
&lt;br /&gt;
An idea for later in the development is to set up the two teams with alternate textures. An example would be to have team 1 members with original character textures, cute and bright, and have team 2 with alternate textures that are dark, creepy and zombified. This will allow players to easily distinguish friend from foe and give the action-based games a bit of intrinsic narrative value. &lt;br /&gt;
&lt;br /&gt;
This way of giving personality to the game using strong character design is drawn from Team Fortress 2. Classes in the game all have distinctive personalities that their visual designs are based around. These strong designs give the game itself much more personality and add a unique comical and entertaining atmosphere to an otherwise overtly action-based game. &lt;br /&gt;
&lt;br /&gt;
Team Fortress also sets ups unique 'bases', or spawn points, for each team. The red team always has a rustic, barn-like base design while the blue team usually spawns in industrial, steel-based buildings. We hope to incorporate this idea in our level designs and we believe it will hold a lot of value, with our design goal to have players breaking into opposing teams bases and paying heavy attention to their surroundings.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
&lt;br /&gt;
[[Combat|Combat detailed on 'Combat' page.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Combat occurs through a few different layers, though altogether we hope to keep the system quite simple. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The majority of the combat is fast-paced melee combat, occuring when two enemy characters meet head-to-head. Attacking will generally be simple, clicking the mouse causes player characters to attack directly in front of them and hurt the enemy character. There will be a cooldown, so player's can't abuse the attack button, and some characters will have faster attacking rates than others. Damage will also vary greatly between character classes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second layer comes from the inclusion of 'abilities'. Abilities are completely unique to each character and can be activated to give a player an in-game advantage. Abilities include turning invisible or slamming the ground to immobilise nearby enemies. Each ability has a cool down time before it can be used again, indicated by an 'energy bar' on the HUD. Some abilities instantly use up all the energy in the bar, while others have a lasting effect, slowly depleting the energy bar before deactivating automatically. Players may also choose to deactivate a lasting ability by pressing the ability button, in order to not waste energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Health will, naturally, play an important role in combat. Players will attack each other until either one hits 0 health and dies, respawning almost instantly at their base. Health can be replenished by eating food.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===HUD===&lt;br /&gt;
&lt;br /&gt;
[[File:HUD2.png|400px|thumb|right|HUD design concept]]The HUD will be kept as simple as possible to match with the concept of instinct-driven animals. So far, it's only foreseen that the HUD will require a health bar, an energy bar (to display ability cool-down) and, most noticeably, a 'belly indicator', to show how much the player's creature has eaten and how close they are to growing to their next stage. The addition of an 'egg count' is likely, so players know how many eggs their team has left.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The belly indicator will be a cute symbol of a character with an empty stomach. As the player eats meat, fruit and candy, the belly of the symbol fills up with liquid. The liquid changes colour to match what type of food the player has eaten most of, thus indicating what class the creature will grow into. Red for eating meat, leading to power class; blue for eating candy, leading to skill class; green for eating fruit, leading to speed class. If, by chance, the player has eaten the same amount of two types of food, the colour will change to indicate that. For example, having eaten the same amount of meat and candy (with this amount being greater than the amount of fruit eaten) will result in a purple coloured stomach. When the player is at their final stage of growth, the symbol changes to no longer display the empty stomach, instead showing a happier, fatter character.   &lt;br /&gt;
&lt;br /&gt;
The health bar will be a simple, red-coloured bar. The energy bar will look almost identical to the health bar, only smaller and blue-ish in colour.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Happybubbles.jpg|thumb|600px|centre|A screenshot showing one of the characters, Bubbles]]&lt;/div&gt;</summary>
		<author><name>Jacob</name></author>
		
	</entry>
	<entry>
		<id>https://studiogrow.org/w/index.php?title=Grow&amp;diff=674</id>
		<title>Grow</title>
		<link rel="alternate" type="text/html" href="https://studiogrow.org/w/index.php?title=Grow&amp;diff=674"/>
		<updated>2011-10-11T00:07:01Z</updated>

		<summary type="html">&lt;p&gt;Jacob: /* HUD */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Grow is a PC game that combines hectic, third-person, class-based gameplay,capture the flag team tactics and adorably quirky, Pokemon-inspired creatures to create an undeniably exciting multiplayer experience. In the vein of popular multiplayer games like Team Fortress 2, players help guide their team to victory in a variety of ways and a with a variety of characters.&lt;br /&gt;
 &lt;br /&gt;
Players must quickly grow their tiny critters into powerful monsters, eating an abundance of food throughout the level. What food the creature eats will determine what species it becomes, changing its abilities and tactics and leading to constantly changing and unique gameplay. &lt;br /&gt;
 &lt;br /&gt;
The cute critters battle the creepy in an attempt to determine which species strain is worthy of survival. The player must work with their teammates to ensure the safety of their team’s eggs, all the while planning how to raid the enemy’s nest, stealing them for their own. &lt;br /&gt;
 &lt;br /&gt;
It’s not all hack-and-slash in this clash of mighty yet altogether endearing monstrosities, team tactics mean everything in the many tangled paths that make up the vibrant levels.Will you defend, becoming an enormous blob of a monster? Attack the enemy as a giant charging lizard? Scout, darting quickly through tunnels too small for others to enter? Or be the hero who steals the enemy’s last egg? Sprinting, swimming, stealing, skirmishing, strategizing, and cartoon monsters; it doesn’t get much better than this. &lt;br /&gt;
 &lt;br /&gt;
Addictive, intuitive and steadily replayable, Grow aims to be next LAN-ready, multiplayer funfest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
[[Management Plan|Plan, tasks and design overview for team members are  detailed on the 'Management Plan' page. ]]&lt;br /&gt;
&lt;br /&gt;
===Growing===&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Start_critters_small.jpg|100px|frame|The first species]] At the beginning, players hatch from eggs in their team's base. They are tiny and weak, unable to hurt each other. They must scuttle, slide or hop around in search of food. There are three types of food: insects, fruit and rocks. Eating insects improves a player's speed level, causing them to move faster. Eating fruit improves a player's skill level, allowing them to jump  higher, open doors and so on. Eating rocks improves a player's toughness level, giving them stronger defence and stamina. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second stage begins once a player has eaten 5 of one type of food. They then 'grow' into a new species of creature, based on what type of food they most ate. At this stage, players can move around better, start attacking each other and steal each other's eggs (the goal of the game).&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The player, however, can choose to seek out a further level of growth by acquiring power ups around the level, or by killing enemy players and receiving a percentage of their acquired growth (dropped on death). The final level of growth occurs after 100 growth points are obtained in one stat (as before: speed, skill and toughness). The final species is based on both the stat filled out, and the initial growth. This results in a tree of possible species (see below) with a total of 13 per initial player character, including that character.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Eggs===&lt;br /&gt;
  &lt;br /&gt;
[[Eggs|Game goals detailed on 'Eggs' page.]] &lt;br /&gt;
&lt;br /&gt;
Stealing enemy eggs is the main goal of the game. Whenever an opposing team's player reaches the 'nest' in a team's base, they receive an egg. They then must rush back to their own nest in order to get points for their team. It is the focus of the team to both steal eggs and stop opposing players from stealing eggs. When a team runs out of eggs, they lose. However, if neither team loses all their eggs before the timer runs out, the team with the most eggs wins. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When a player respawns they hatch from an egg, therefore their team loses an egg. If enough players die on a team that team will run out of eggs and instantly lose. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Player's carrying eggs will drop them if they are hit too much during their run. The amount a player character must be hit before dropping an egg differs based on the species of the character. For example, a 'speedster' type character need only be hit once before dropping an egg. A 'tank' type player, however, must lose 80% of their health before dropping the egg. Player's can also choose to drop the egg at any time. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some species lose their ability to attack when holding eggs, some slow down, and some are unaffected.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Classes===&lt;br /&gt;
 &lt;br /&gt;
[[Characters|Classes detailed on 'Characters' page.]] &lt;br /&gt;
&lt;br /&gt;
The plan for species is to have 'classes' that determine the purpose of certain paths of growth. For example, following a path of double speed leads to a speedster class species, who moves incredibly fast and dodges attacks well but has terrible defences and die easily. The purpose of a speedster class is generally to scout or steal eggs quickly. Someone who grows with speed and power becomes a 'tank' class, whose purpose is to push the frontlines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Nom_small.jpg|thumb|400px|centre|An evolution example]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pick ups===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:pickupsFruit.png|200px|thumb|left|Fruit pickups]]&lt;br /&gt;
&lt;br /&gt;
[[Eating|Pickups detailed on 'Eating' page.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Grow features three types of pickups that the player can collect throughout play. These are: meat, fruit and candy. These three type of foods gradually fill up the stomach-meter as they are collected. Collecting a certain amount of one type causes a species to 'grow' into a new species. Simply running through a pickup causes the player character to pick it up and they play a short eating animation, coupled with generic eating sounds.  &lt;br /&gt;
&lt;br /&gt;
All of the pickups come in three different sizes, dictating how many points they will give the player character toward growing to their next stage. Small gives 5 points, medium gives 10 points and large gives 20. Large items are only found in secluded and often difficult to each areas around the level.  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Teams===&lt;br /&gt;
&lt;br /&gt;
[[File:NomTeamsSmall.jpg|400px|thumb|right|Team concepts]]&lt;br /&gt;
&lt;br /&gt;
Our intention for the teams is something akin to Team Fortress 2. Each character will hopefully have some amount of personality and the teams themselves will differ from each other both in appearance and theme. &lt;br /&gt;
&lt;br /&gt;
An idea for later in the development is to set up the two teams with alternate textures. An example would be to have team 1 members with original character textures, cute and bright, and have team 2 with alternate textures that are dark, creepy and zombified. This will allow players to easily distinguish friend from foe and give the action-based games a bit of intrinsic narrative value. &lt;br /&gt;
&lt;br /&gt;
This way of giving personality to the game using strong character design is drawn from Team Fortress 2. Classes in the game all have distinctive personalities that their visual designs are based around. These strong designs give the game itself much more personality and add a unique comical and entertaining atmosphere to an otherwise overtly action-based game. &lt;br /&gt;
&lt;br /&gt;
Team Fortress also sets ups unique 'bases', or spawn points, for each team. The red team always has a rustic, barn-like base design while the blue team usually spawns in industrial, steel-based buildings. We hope to incorporate this idea in our level designs and we believe it will hold a lot of value, with our design goal to have players breaking into opposing teams bases and paying heavy attention to their surroundings.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
&lt;br /&gt;
[[Combat|Combat detailed on 'Combat' page.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Combat occurs through a few different layers, though altogether we hope to keep the system quite simple. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The majority of the combat is fast-paced melee combat, occuring when two enemy characters meet head-to-head. Attacking will generally be simple, clicking the mouse causes player characters to attack directly in front of them and hurt the enemy character. There will be a cooldown, so player's can't abuse the attack button, and some characters will have faster attacking rates than others. Damage will also vary greatly between character classes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second layer comes from the inclusion of 'abilities'. Abilities are completely unique to each character and can be activated to give a player an in-game advantage. Abilities include turning invisible or slamming the ground to immobilise nearby enemies. Each ability has a cool down time before it can be used again, indicated by an 'energy bar' on the HUD. Some abilities instantly use up all the energy in the bar, while others have a lasting effect, slowly depleting the energy bar before deactivating automatically. Players may also choose to deactivate a lasting ability by pressing the ability button, in order to not waste energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Health will, naturally, play an important role in combat. Players will attack each other until either one hits 0 health and dies, respawning almost instantly at their base. Health can be replenished by eating food.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===HUD===&lt;br /&gt;
&lt;br /&gt;
[[File:HUD2.png|400px|thumb|right|HUD design concept]]The HUD will be kept as simple as possible to match with the concept of instinct-driven animals. So far, it's only foreseen that the HUD will require a health bar, an energy bar (to display ability cool-down) and, most noticeably, a 'belly indicator', to show how much the player's creature has eaten and how close they are to growing to their next stage. The addition of an 'egg count' is likely, so players know how many eggs their team has left.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The belly indicator will be a cute symbol of a character with an empty stomach. As the player eats meat, fruit and candy, the belly of the symbol fills up with liquid. The liquid changes colour to match what type of food the player has eaten most of, thus indicating what class the creature will grow into. Red for eating meat, leading to power class; blue for eating candy, leading to skill class; green for eating fruit, leading to speed class. If, by chance, the player has eaten the same amount of two types of food, the colour will change to indicate that. For example, having eaten the same amount of meat and candy (with this amount being greater than the amount of fruit eaten) will result in a purple coloured stomach. When the player is at their final stage of growth, the symbol changes to no longer display the empty stomach, instead showing a happier, fatter character.   &lt;br /&gt;
&lt;br /&gt;
The health bar will be a simple, red-coloured bar. The energy bar will look almost identical to the health bar, only smaller and blue-ish in colour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Happybubbles.jpg|thumb|600px|centre|A screenshot showing one of the characters, Bubbles]]&lt;/div&gt;</summary>
		<author><name>Jacob</name></author>
		
	</entry>
	<entry>
		<id>https://studiogrow.org/w/index.php?title=File:HUD2.png&amp;diff=673</id>
		<title>File:HUD2.png</title>
		<link rel="alternate" type="text/html" href="https://studiogrow.org/w/index.php?title=File:HUD2.png&amp;diff=673"/>
		<updated>2011-10-11T00:05:46Z</updated>

		<summary type="html">&lt;p&gt;Jacob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jacob</name></author>
		
	</entry>
	<entry>
		<id>https://studiogrow.org/w/index.php?title=Level_Design&amp;diff=671</id>
		<title>Level Design</title>
		<link rel="alternate" type="text/html" href="https://studiogrow.org/w/index.php?title=Level_Design&amp;diff=671"/>
		<updated>2011-10-08T07:39:36Z</updated>

		<summary type="html">&lt;p&gt;Jacob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Level3.png|300px|frame|A screenshot of the level]]The level designs for Grow will be focused on small to mid-sized areas in which players run, climb, swim, fight and dodge. A major focus will be creating multiple pathways for players to move around in and to have certain pathways available to only some in-game characters. This will allow players to strategise and will give an edge to the less physically powerful classes. &lt;br /&gt;
&lt;br /&gt;
A balance between battle and egg capturing will hopefully be reached through level design. Having too open an area too heavily encourages battle over goals and leaves players feeling daunted, but having too small an area prevents players from interacting properly and causes them to feel suffocated. The intention is to reach a perfect articulation of space through repetetive design and playtesting.&lt;br /&gt;
&lt;br /&gt;
The level aesthetic itself will be cohesive with the characters, subject matter and overall intended atmosphere for the game. Cute, fun and soft are what we're aiming for. As there is only one level planned for the game so far, the level environment will be quite generic. There will be trees, bushes, water and caves. &lt;br /&gt;
&lt;br /&gt;
One side of the map will appear dark and scary while the other will be happy and bright, in order to match with the creepy and cute teams respectively. The middle of the map will be somewhere in between. This will hopefully emphasize a difference between teams and help players to feel closer to their team members. One risk is a loss of cohesion in aesthetic and care will be taken to ensure all areas of the map feel like they are part of the same game.&lt;br /&gt;
&lt;br /&gt;
Water will be an important part of moving around the level, for some characters it will be a death trap, causing them to drown if they fall in, while others will slow down as they swim across it. Most importantly, skill classes will be able to swim faster than they will walk, establishing the need for underwater pathways, which will hopefully connect bodies of water across the level.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:MapSmall.png|800px|centre|Super Duper Rough Map]]&lt;/div&gt;</summary>
		<author><name>Jacob</name></author>
		
	</entry>
	<entry>
		<id>https://studiogrow.org/w/index.php?title=File:Level3.png&amp;diff=670</id>
		<title>File:Level3.png</title>
		<link rel="alternate" type="text/html" href="https://studiogrow.org/w/index.php?title=File:Level3.png&amp;diff=670"/>
		<updated>2011-10-08T07:07:37Z</updated>

		<summary type="html">&lt;p&gt;Jacob: uploaded a new version of &amp;amp;quot;File:Level3.png&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jacob</name></author>
		
	</entry>
	<entry>
		<id>https://studiogrow.org/w/index.php?title=Level_Design&amp;diff=669</id>
		<title>Level Design</title>
		<link rel="alternate" type="text/html" href="https://studiogrow.org/w/index.php?title=Level_Design&amp;diff=669"/>
		<updated>2011-10-08T07:03:07Z</updated>

		<summary type="html">&lt;p&gt;Jacob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Level3.png|300px|frame|A screenshot of the level]]The level designs for Grow will be focused on small to mid-sized areas in which players run, climb, swim, fight and dodge. A major focus will be creating multiple pathways for players to move around in and to have certain pathways available to only some in-game characters. This will allow players to strategise and will give an edge to the less physically powerful classes. &lt;br /&gt;
&lt;br /&gt;
A balance between battle and egg capturing will hopefully be reached through level design. Having too open an area too heavily encourages battle over goals and leaves players feeling daunted, but having too small an area prevents players from interacting properly and causes them to feel suffocated. The intention is to reach a perfect articulation of space through repetetive design and playtesting.&lt;br /&gt;
&lt;br /&gt;
The level aesthetic itself will be cohesive with the characters, subject matter and overall intended atmosphere for the game. Cute, fun and soft are what we're aiming for. As there is only one level planned for the game so far, the level environment will be quite generic. There will be trees, bushes, water and caves. &lt;br /&gt;
&lt;br /&gt;
One side of the map will appear dark and scary while the other will be happy and bright, in order to match with the creepy and cute teams respectively. The middle of the map will be somewhere in between. This will hopefully emphasize a difference between teams and help players to feel closer to their team members. One risk is a loss of cohesion in aesthetic and care will be taken to ensure all areas of the map feel like they are part of the same game.&lt;br /&gt;
&lt;br /&gt;
Water will be an important part of moving around the level, for some characters it will be a death trap, causing them to drown if they fall in, while others will slow down as they swim across it. Most importantly, skill classes will be able to swim faster than they will walk, establishing the need for underwater pathways, which will hopefully connect bodies of water across the level.  &lt;br /&gt;
&lt;br /&gt;
[[File:MapSmall.png|800px|centre|Super Duper Rough Map]]&lt;/div&gt;</summary>
		<author><name>Jacob</name></author>
		
	</entry>
	<entry>
		<id>https://studiogrow.org/w/index.php?title=Grow&amp;diff=668</id>
		<title>Grow</title>
		<link rel="alternate" type="text/html" href="https://studiogrow.org/w/index.php?title=Grow&amp;diff=668"/>
		<updated>2011-10-08T07:01:42Z</updated>

		<summary type="html">&lt;p&gt;Jacob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Grow is a PC game that combines hectic, third-person, class-based gameplay,capture the flag team tactics and adorably quirky, Pokemon-inspired creatures to create an undeniably exciting multiplayer experience. In the vein of popular multiplayer games like Team Fortress 2, players help guide their team to victory in a variety of ways and a with a variety of characters.&lt;br /&gt;
 &lt;br /&gt;
Players must quickly grow their tiny critters into powerful monsters, eating an abundance of food throughout the level. What food the creature eats will determine what species it becomes, changing its abilities and tactics and leading to constantly changing and unique gameplay. &lt;br /&gt;
 &lt;br /&gt;
The cute critters battle the creepy in an attempt to determine which species strain is worthy of survival. The player must work with their teammates to ensure the safety of their team’s eggs, all the while planning how to raid the enemy’s nest, stealing them for their own. &lt;br /&gt;
 &lt;br /&gt;
It’s not all hack-and-slash in this clash of mighty yet altogether endearing monstrosities, team tactics mean everything in the many tangled paths that make up the vibrant levels.Will you defend, becoming an enormous blob of a monster? Attack the enemy as a giant charging lizard? Scout, darting quickly through tunnels too small for others to enter? Or be the hero who steals the enemy’s last egg? Sprinting, swimming, stealing, skirmishing, strategizing, and cartoon monsters; it doesn’t get much better than this. &lt;br /&gt;
 &lt;br /&gt;
Addictive, intuitive and steadily replayable, Grow aims to be next LAN-ready, multiplayer funfest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
[[Management Plan|Plan, tasks and design overview for team members are  detailed on the 'Management Plan' page. ]]&lt;br /&gt;
&lt;br /&gt;
===Growing===&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Start_critters_small.jpg|100px|frame|The first species]] At the beginning, players hatch from eggs in their team's base. They are tiny and weak, unable to hurt each other. They must scuttle, slide or hop around in search of food. There are three types of food: insects, fruit and rocks. Eating insects improves a player's speed level, causing them to move faster. Eating fruit improves a player's skill level, allowing them to jump  higher, open doors and so on. Eating rocks improves a player's toughness level, giving them stronger defence and stamina. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second stage begins once a player has eaten 5 of one type of food. They then 'grow' into a new species of creature, based on what type of food they most ate. At this stage, players can move around better, start attacking each other and steal each other's eggs (the goal of the game).&lt;br /&gt;
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The player, however, can choose to seek out a further level of growth by acquiring power ups around the level, or by killing enemy players and receiving a percentage of their acquired growth (dropped on death). The final level of growth occurs after 100 growth points are obtained in one stat (as before: speed, skill and toughness). The final species is based on both the stat filled out, and the initial growth. This results in a tree of possible species (see below) with a total of 13 per initial player character, including that character.&lt;br /&gt;
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===Eggs===&lt;br /&gt;
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[[Eggs|Game goals detailed on 'Eggs' page.]] &lt;br /&gt;
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Stealing enemy eggs is the main goal of the game. Whenever an opposing team's player reaches the 'nest' in a team's base, they receive an egg. They then must rush back to their own nest in order to get points for their team. It is the focus of the team to both steal eggs and stop opposing players from stealing eggs. When a team runs out of eggs, they lose. However, if neither team loses all their eggs before the timer runs out, the team with the most eggs wins. &lt;br /&gt;
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When a player respawns they hatch from an egg, therefore their team loses an egg. If enough players die on a team that team will run out of eggs and instantly lose. &lt;br /&gt;
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Player's carrying eggs will drop them if they are hit too much during their run. The amount a player character must be hit before dropping an egg differs based on the species of the character. For example, a 'speedster' type character need only be hit once before dropping an egg. A 'tank' type player, however, must lose 80% of their health before dropping the egg. Player's can also choose to drop the egg at any time. &lt;br /&gt;
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Some species lose their ability to attack when holding eggs, some slow down, and some are unaffected.&lt;br /&gt;
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===Classes===&lt;br /&gt;
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[[Characters|Classes detailed on 'Characters' page.]] &lt;br /&gt;
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The plan for species is to have 'classes' that determine the purpose of certain paths of growth. For example, following a path of double speed leads to a speedster class species, who moves incredibly fast and dodges attacks well but has terrible defences and die easily. The purpose of a speedster class is generally to scout or steal eggs quickly. Someone who grows with speed and power becomes a 'tank' class, whose purpose is to push the frontlines.&lt;br /&gt;
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[[File:Nom_small.jpg|thumb|400px|centre|An evolution example]]&lt;br /&gt;
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===Pick ups===&lt;br /&gt;
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[[File:pickupsFruit.png|200px|thumb|left|Fruit pickups]]&lt;br /&gt;
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[[Eating|Pickups detailed on 'Eating' page.]]&lt;br /&gt;
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Grow features three types of pickups that the player can collect throughout play. These are: meat, fruit and candy. These three type of foods gradually fill up the stomach-meter as they are collected. Collecting a certain amount of one type causes a species to 'grow' into a new species. Simply running through a pickup causes the player character to pick it up and they play a short eating animation, coupled with generic eating sounds.  &lt;br /&gt;
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All of the pickups come in three different sizes, dictating how many points they will give the player character toward growing to their next stage. Small gives 5 points, medium gives 10 points and large gives 20. Large items are only found in secluded and often difficult to each areas around the level.  &lt;br /&gt;
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===Teams===&lt;br /&gt;
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[[File:NomTeamsSmall.jpg|400px|thumb|right|Team concepts]]&lt;br /&gt;
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Our intention for the teams is something akin to Team Fortress 2. Each character will hopefully have some amount of personality and the teams themselves will differ from each other both in appearance and theme. &lt;br /&gt;
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An idea for later in the development is to set up the two teams with alternate textures. An example would be to have team 1 members with original character textures, cute and bright, and have team 2 with alternate textures that are dark, creepy and zombified. This will allow players to easily distinguish friend from foe and give the action-based games a bit of intrinsic narrative value. &lt;br /&gt;
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This way of giving personality to the game using strong character design is drawn from Team Fortress 2. Classes in the game all have distinctive personalities that their visual designs are based around. These strong designs give the game itself much more personality and add a unique comical and entertaining atmosphere to an otherwise overtly action-based game. &lt;br /&gt;
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Team Fortress also sets ups unique 'bases', or spawn points, for each team. The red team always has a rustic, barn-like base design while the blue team usually spawns in industrial, steel-based buildings. We hope to incorporate this idea in our level designs and we believe it will hold a lot of value, with our design goal to have players breaking into opposing teams bases and paying heavy attention to their surroundings.&lt;br /&gt;
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===Combat===&lt;br /&gt;
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[[Combat|Combat detailed on 'Combat' page.]]&lt;br /&gt;
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Combat occurs through a few different layers, though altogether we hope to keep the system quite simple. &lt;br /&gt;
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The majority of the combat is fast-paced melee combat, occuring when two enemy characters meet head-to-head. Attacking will generally be simple, clicking the mouse causes player characters to attack directly in front of them and hurt the enemy character. There will be a cooldown, so player's can't abuse the attack button, and some characters will have faster attacking rates than others. Damage will also vary greatly between character classes.&lt;br /&gt;
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The second layer comes from the inclusion of 'abilities'. Abilities are completely unique to each character and can be activated to give a player an in-game advantage. Abilities include turning invisible or slamming the ground to immobilise nearby enemies. Each ability has a cool down time before it can be used again, indicated by an 'energy bar' on the HUD. Some abilities instantly use up all the energy in the bar, while others have a lasting effect, slowly depleting the energy bar before deactivating automatically. Players may also choose to deactivate a lasting ability by pressing the ability button, in order to not waste energy.&lt;br /&gt;
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Health will, naturally, play an important role in combat. Players will attack each other until either one hits 0 health and dies, respawning almost instantly at their base. Health can be replenished by eating food.&lt;br /&gt;
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===HUD===&lt;br /&gt;
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The HUD will be kept as simple as possible to match with the concept of instinct-driven animals. So far, it's only foreseen that the HUD will require a health bar, an energy bar (to display ability cool-down) and, most noticeably, a 'belly indicator', to show how much the player's creature has eaten and how close they are to growing to their next stage. &lt;br /&gt;
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The belly indicator will be a cute symbol of a character with an empty stomach. As the player eats meat, fruit and candy, the belly of the symbol fills up with liquid. The liquid changes colour to match what type of food the player has eaten most of, thus indicating what class the creature will grow into. Red for eating meat, leading to power class; blue for eating candy, leading to skill class; green for eating fruit, leading to speed class. If, by chance, the player has eaten the same amount of two types of food, the colour will change to indicate that. For example, having eaten the same amount of meat and candy (with this amount being greater than the amount of fruit eaten) will result in a purple coloured stomach. When the player is at their final stage of growth, the symbol changes to no longer display the empty stomach, instead showing a happier, fatter character.   &lt;br /&gt;
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The health bar will be a simple, red-coloured bar. The energy bar will look almost identical to the health bar, only smaller and blue-ish in colour.&lt;br /&gt;
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[[File:Happybubbles.jpg|thumb|600px|centre|A screenshot showing one of the characters, Bubbles]]&lt;/div&gt;</summary>
		<author><name>Jacob</name></author>
		
	</entry>
	<entry>
		<id>https://studiogrow.org/w/index.php?title=File:Level3.png&amp;diff=667</id>
		<title>File:Level3.png</title>
		<link rel="alternate" type="text/html" href="https://studiogrow.org/w/index.php?title=File:Level3.png&amp;diff=667"/>
		<updated>2011-10-08T06:20:14Z</updated>

		<summary type="html">&lt;p&gt;Jacob: &lt;/p&gt;
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		<author><name>Jacob</name></author>
		
	</entry>
	<entry>
		<id>https://studiogrow.org/w/index.php?title=File:Level.png&amp;diff=666</id>
		<title>File:Level.png</title>
		<link rel="alternate" type="text/html" href="https://studiogrow.org/w/index.php?title=File:Level.png&amp;diff=666"/>
		<updated>2011-10-08T06:18:03Z</updated>

		<summary type="html">&lt;p&gt;Jacob: &lt;/p&gt;
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		<author><name>Jacob</name></author>
		
	</entry>
	<entry>
		<id>https://studiogrow.org/w/index.php?title=Level_Design&amp;diff=665</id>
		<title>Level Design</title>
		<link rel="alternate" type="text/html" href="https://studiogrow.org/w/index.php?title=Level_Design&amp;diff=665"/>
		<updated>2011-10-08T06:12:06Z</updated>

		<summary type="html">&lt;p&gt;Jacob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The level designs for Grow will be focused on small to mid-sized areas in which players run, climb, swim, fight and dodge. A major focus will be creating multiple pathways for players to move around in and to have certain pathways available to only some in-game characters. This will allow players to strategise and will give an edge to the less physically powerful classes. &lt;br /&gt;
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A balance between battle and egg capturing will hopefully be reached through level design. Having too open an area too heavily encourages battle over goals and leaves players feeling daunted, but having too small an area prevents players from interacting properly and causes them to feel suffocated. The intention is to reach a perfect articulation of space through repetetive design and playtesting.&lt;br /&gt;
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The level aesthetic itself will be cohesive with the characters, subject matter and overall intended atmosphere for the game. Cute, fun and soft are what we're aiming for. As there is only one level planned for the game so far, the level environment will be quite generic. There will be trees, bushes, water and caves. &lt;br /&gt;
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One side of the map will appear dark and scary while the other will be happy and bright, in order to match with the creepy and cute teams respectively. The middle of the map will be somewhere in between. This will hopefully emphasize a difference between teams and help players to feel closer to their team members. One risk is a loss of cohesion in aesthetic and care will be taken to ensure all areas of the map feel like they are part of the same game.&lt;br /&gt;
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Water will be an important part of moving around the level, for some characters it will be a death trap, causing them to drown if they fall in, while others will slow down as they swim across it. Most importantly, skill classes will be able to swim faster than they will walk, establishing the need for underwater pathways, which will hopefully connect bodies of water across the level.  &lt;br /&gt;
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[[File:MapSmall.png|800px|centre|Super Duper Rough Map]]&lt;/div&gt;</summary>
		<author><name>Jacob</name></author>
		
	</entry>
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