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Introduction of iTool iTool is Side-Scrolling game for iOS and Android. We slow motion moments used PhysX. The main characters of iTool are tools which are given to people indefinitely to fight and hunt in many other games. Arrow, Shuriken, Bullet..... The process that each tool helps clumsy heroes in secret is the concept of this game. The tools shot or thrown by heroes have to ride on a wind, break windows, remove obstacles and destroy their targets. iTool has three main episodes. Each of the episodes has a different story - the themes of ancient Korea, medieval Japan, modern Vietnam. Each episode consists of eleven stages, total thirty three stages. In addition, we're going to make endless mode games given to player who cleared all main episodes stages and updated bonus stages. And we'll prepare various contents like new sub-episodes. The graphic concept of iTool is 'one side of things'. We're using 2D graphic resources and 3D camera in Unity to express the concept. And we're using Unity's mecanim animation system to control more than three hundred animations created using a 2D Skeletal Animation tool to express a movement like being shot in slow-motion. The focus of directing iTool is increasing the level of immersion by changing screen colors and camera walking according to states of character. Players get a sense of three-dimensions and can feel lively despite choosing few colors and using only. Also, iTool is studied for players not to feel uninspired while playing it in 1/10 the original speed. The concept of iTool’s scoring system is how great the story was. No one can change the past. Instead, most people have a propensity of exaggerating their own past and so do most tools. “I smashed his head greatly avoiding broken pieces of wood narrowly back then, maybe? Um, did I smash his heart? Anyway, I did.” After one tool stops chatting, another tool starts talking excited. They make iTool’s world unfolding their tales.

Corrections · 3

1

Introduction of iTool

iTool is a side-scrolling game for iOS and Android. We slow motion moments used The PhysX engine is used for slow motion moments. The main characters of iTool are tools which are given to

people indefinitely to fight and hunt in many other games.

Arrow, Shuriken, Bullet..... The way  that each tool secretly help the  clumsy heroes in secret is the concept of this game. The tools shot or thrown by heroes have to ride on the wind,

break windows, remove obstacles and destroy their targets.

iTool has three main episodes, each of the episodes has with a different story using  the themes of ancient Korea, medieval Japan and modern Vietnam.

Each episode consists of eleven stages, in total thirty three stages. In addition, we're going to make endless mode games given to to give to  player who cleared all main episodes stages and

updated bonus stages. And we'll prepare various content like new sub-episodes.

The graphic concept of iTool is 'one side of things'. We're using 2D graphic resources and 3D camera in Unity to express the concept.

And we're using Unity's mecanim animation system to control more than three hundred animations created using a 2D Skeletal Animation tool to express  movements, such as being shot, in slow-motion.

The focus of directing iTool is increasing the level of immersion by changing screen colors and camera walking according to states of character.

Players get a sense of three-dimensions and can feel lively despite choosing and using only a few colors and using only. Also, iTool is designed so that  players do not  feel uninspired while playing it at 1/10 the original speed.

The concept of iTool’s scoring system is how great the story was. No one can change the past. Instead, most people have a propensity of exaggerating their own past and so do most tools.
“I smashed his head greatly completely and narrowly  avoided broken pieces of wood narrowly back then, maybe didn't I ? Um, did I smash his heart? Anyway, I did.”
After one tool stops chatting, another tool starts talking excitedly.
They make iTool’s world by unfolding their tales.

 

Notes: , in total thirty three stages - you can omit this, leave the reader to do the maths.

I believe that feel uninspired  is not the correct wording - perhaps don't feel bored


“I smashed his head greatly completely and narrowly avoided broken pieces of wood narrowly back then,  didn't I ? Um, did I smash his heart? Anyway, I did.”. Maybe does not fit here, it is a question

that the toll is asking. And "Anyway, I did" sounds like it should be "Anyway, I thought I did"

 

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