Inago Rage Reference Manual
Copyright ©2004 by Dejobaan Games


Table of Contents
1. Introduction
2. Playing Inago Rage
3. Creating Your Own Arenas
4. Trading Arenas


Introduction
Welcome to Inago Rage

Thank you for playing Inago Rage. This reference manual details both Inago's gameplay and building aspects. While you're learning about the game, you might find the following links useful:
System Requirements

To play Inago Rage, you'll need a computer with:
  • Windows 2000 or Windows XP
  • An 800MHz processor or better
  • At least 256MB of system memory (RAM)
  • At least 100MB of hard drive space
  • An ATI Radeon 7000, Nvidia GeForce2, or better
  • Microsoft DirectX 9c or higher

Getting Started


To start the game, double-click the Inago Rage icon on your Windows desktop or in your Start Menu. Once the game loads, you may wish to set your preferences in the Game Options menu. To begin playing, select Play Inago Rage, and Inago will familiarize you with gameplay. You can create your own levels via the Arena Designer option in the main menu.


Got a suggestion on how we can make Inago Rage better? Let us know!


Playing Inago Rage
Setting Your Preferences

Before you begin gameplay, you may wish to alter the game's default options to accommodate your style of play. To do this, select Game Options from the main menu.



You may adjust the following:

Game Options
Sound Volume
This controls the volume of all sound effects. You can turn them off by moving the slider all the way to the left.
Music Volume This controls the volume of all in-game music. You can turn this off by moving the slider all the way to the left. You can also place your own .OGG files into Inago Rage's music folder, (by default, this is C:\Program Files\Inago Rage\Music).
Mouselook Speed
Within the game, moving the mouse allows you to change your viewing direction. Selecting a higher mouse speed exaggerates this effect, while selecting a lower speed means that the mouse will be less sensitive.
Invert Mouse Y-Axis By default, moving the mouse up and down within the game will tilt your view up and down, respectively. When checked, this will be inverted, so that dragging the mouse down will move the view up, and vice-versa.
Difficulty
This allows you to make the game easier or harder. The five settings are as follows:
  • Easy - Enemies move half as fast and do half as much damage as normal.
  • Moderate (default) - Enemies move at normal speed and do 100% normal damage.
  • Challenging - Enemies move at 150% normal speed and do 150% normal damage.
  • Tough - Enemies move at twice normal speed and do twice as much damage as normal.
  • Extreme - Enemies move at twice normal speed and do six times as much damage as normal.
Reset Story Mode Selecting this option allows you to play the game's story mode from the beginning.


Starting a Game

Inago Rage offers a story mode with 50 levels of increasing difficulty. (You can also create or download levels. For more information on this, visit the Creating Your Own Arenas section below.) To begin, select Play Inago Rage from the main menu. After you read through the story, you're presented with the level's objectives. Typically, your goal will be to accumulate a certain number of points before time runs out. When you're ready, click Play to begin the game.


In the first level, you'll be given a chance to familiarize yourself with the game's controls. After that, it's you against the world.


Game Controls

You can control your movement via mouse and keyboard. If you play first-person shooters, you will find the controls to be familiar:

Mouse and Keyboard Controls
W Key Hold this key down to move forward.
A Key Hold this key down to sidestep left.
S Key Hold this key down to move backwards.
D key Hold this key down to sidestep right.
Mouse Movement Move the mouse to turn left and right, and to look up and down.
Left Mouse Button Fire your primary weapon.
CTRL Key Fire your secondary weapon.
Right Mouse Button or Spacebar Hold this down to activate your rocket boots. After a few seconds, your rocket energy will deplete. Release the right mouse button or spacebar for a few seconds to recharge it.


Gameplay Interface

During gameplay, you are presented with the following interface:



This is described below:

Interface Legend
Time Left
This is the number of seconds you have left to complete the current level. If this reaches zero before you reach the target score, the round ends in defeat.
Score/Goal Score
This shows your current score and the number of points you need to win the round. Gain points by collecting gems and destroying enemies.
Remaining Health The red bar denotes your current health level; this decreases whenever you are hit by an enemy or projectile. If this is depleted, the round ends in defeat.
Current Energy
The blue bar denotes your current energy level. This is quickly depleted as you boost into the air (via the spacebar or right mouse button), and quickly replenishes while you are not boosting.
Active Powerups
These icons indicate which powerups are currently active. Most such indicators include a numeric display, denoting how many seconds or charges are left before the powerup is exhausted. See the Weapons and Powerups section directly below for more information.


Weapons and Powerups


You begin a round with a default weapon (with infinite ammo) and the ability to fly. During the course of the game, different powerups may appear throughout the arena to augment your abilities:

Powerup List

Triplefire
You normally fire a single projectile every quarter-second. Collect the Triplefire powerup, and you'll fire three side-by-side projectiles instead of one, making it easier to hit enemies. This lasts for 400 shots.

Rapidfire
When you collect the Rapidfire powerup, your rate of fire will nearly double. The effect lasts for 400 shots, and can be active concurrent with the Triplefire.

Splinter
When you collect the Splinter powerup, each one of your shots will split into three. When combined with the Triplefire powerup, you'll fire nine times as many projectiles as normal. This effect lasts for 400 shots.

Slow Time
When collected, time slows to 75% normal speed, giving you more control over your environment. While this is active, everything within the arena (including enemies, projectiles, and you) is slower, as is the countdown timer. This effect lasts for an objective 20 seconds.

Boost
While the Boost powerup is active, your rocket boots will thrust you twice as high, often allowing you to leap over enemies, or reach ledges and powerups you might not normally have access to. While this powerup is active, your boots leave twin trails behind you. This lasts for 30 seconds.

Guardian
When collected, this immediately deploys three guardian orbs that encircle you. During this time, and enemies that come into contact with the orbs will be damaged or destroyed. This lasts 18 seconds; during this time, you can collect additional Guardian powerups (if any are available) for even more defense.

Shield
When collected, this immediately encases you in a protective shield, preventing you from being damaged. The effect lasts 15 seconds.

Health
Collecting this will increase your health by up to 25%.

Neutron Bomb
This single-shot weapon destroys everything within a 100m radius. To deploy it, hit the Secondary Fire button (CTRL). Note: you can only hold one secondary weapon at once, so if you already have one (such as a Nuke or an Attractor), make sure to deploy it before collecting a second one.

Attractor
When activated using the Secondary Fire button (CTRL), this will deploy a stationary attractor beacon at your location for ten seconds. While this is active, enemies will chase this instead of you. Note: you can only hold one secondary weapon at once, so if you already have one (such as a Nuke or an Attractor), make sure to deploy it before collecting a second one.

Lunar Quake
This one's a secret.


Enemies

In most levels, you will be pitted against automated drones, which you may destroy for points. These appear periodically in a surge of energy. Most can be destroyed in a single shot, but some require multiple hits. Each enemy is worth 100 points, except where noted.

A List of All Known Enemies
Seeker
The most basic enemy type, Seekers are programmed to swarm you in large numbers. If one collides with you, it will explode, reducing your health.
Seeker Drone This variation of the Seeker glows with a green light, and moves roughly twice as fast.
Seeker Mark III This glows with a white light and moves roughly three times as fast as the basic Seeker.
Spitfire Spitfires are programmed to glide towards you, periodically firing projectiles. If either the projectiles or Spitfires, themselves, make contact with you, they will explode, causing you damage.
Spitfire Adept The Adept glows red, and moves 50% faster than the basic Spitfire. Its shots move twice as fast as the Spitfire's.
Spitfire Ace The Ace glows violet, and moves twice as fast as the basic Spitfire. Its shots are four times as fast as the Spitfire's.
Kawazu The Kawazu is modeled after its namesake, a Japanese river frog. In Inago Rage, they will hover still momentarily before making quick "hopping" motions, usually in your direction.
Kawazu Ni These glow orange, and jump roughly twice as frequently as the basic Kawazu.
Kawazu San'i These glow yellow, and jump roughly three times as frequently as the basic Kawazu.
Spark Fiend Spark Fiends hover near their points of generation, and periodically shoot columns of energy at you. These columns cause damage upon colliding with you, but are easy to dodge, as they travel in straight lines.
Arc Fiend The Arc Fiend glows red, and shoots faster columns of energy at you. It requires ten hits to destroy.
Chaos Fiend The Chaos Fiend periodically shoots six unaimed columns of energy out in all directions. Destroying this requires 50 direct hits, and is worth 2,500 points.
Jellyfish
These elegant drones will waft around the arena, orbiting you for a while before they make a bee-line straight for your head. If you do not destroy them within a certain amount of time, they will explode into an expanding ball of flame.
Man-o-War This variation of the Jellyfish moves twice as fast, and requires ten hits to destroy.
Medusan This variation of the Jellyfish moves three times as fast, and requires twenty hits to destroy.
Parade Dragon
A collection of individual drones, the Parade Dragon will twist and turn until colliding with you. Shooting any of its segments will cause the remaining segments to pull together into a smaller Dragon. Shooting the lead segment will, 50% of the time, cause the Dragon to flee.
Wyrm This green variation of the Parade Dragon moves 10% faster than the basic model.
Ophidian This yellow variation of the Parade Dragon moves 30% faster.
Pinata
The Pinata floats around the arena, following you around. When destroyed, it will explode into a handful of violet gems which you can then collect.
Angry Pinata Unlike its harmless brother, the Angry Pinata will periodically fire homing shots at you. These shots will explode when they hit, but can be destroyed by your weapons fire or by colliding with a wall or building. The shots also make a "pinging" noise when they're near you, making them easier to track down.
Furious Pinata These act like the Angry Pinata, but their shots are twice as fast, making them difficult to outrun.
Crystal
The Crystal pulsates with the energy of five angry glowworms trapped within it. Shooting the Crystal releases the glowworms, which wriggle around and hunt you down until they collide with you, or are are shot down.
Lattice A descendant of the Crystal, the Lattice moves 50% faster, and its glowworms move twice as fast as a Crystal's. It requires 12 hits to destroy.
Geode A final refinement of the Crystal, the Geode moves twice as fast, and its glowworms move three times as fast as a Crystal's. It requres 36 hits to destroy.
Hydra
A harmless entity, the indestructible Hydra begins as a single cube and grows into a four-limbed creature that spits out bouncing purple gems for you to collect.
Tri-Hydra This is a three-armed cousin of the Hydra. It's also harmless, but spits out 25% fewer gems.
Mono-Hydra This single-armed entity spits out only a quarter as many gems as the Hydra..
Kamikaze
These are indestructible cubes that accelerate towards you. When shot, they'll become opaque and fly off for a time, only to return later. These are most dangerous in swarms.
Divine Wind The green-colored descendants of the Kamikaze accelerate twice as quickly as the original.
Infernal Wind The violet-colored descendants of the Kamikaze accelerate four times as quickly as the original. They can easily move faster than you do, but are easy to dodge.
Miniboss This one's also a secret.


Summary

At the beginning of a round, you are presented with a target score; to complete a round, reach this target score by shooting enemies and collecting gems. Each round has a time limit. If this reaches zero, or your health is depleted, the round will end in defeat. You can abort a game in progress by pressing ESC.


Got a suggestion on how we can make Inago Rage better? Let us know!


Creating Your Own Arenas
Getting Started

In Inago Rage, you can create your own 3D levels in an easy-to-use editor integrated into the game. To begin, select the Arena Designer from the main menu.


Arena Selection

At this screen, you can edit an existing arena, modify its file properties, or create a new one from scratch.

To edit an existing arena, left click on its name. You can scroll up and down the list by clicking on the Next Page and Previous Page buttons or by scrolling your mouse wheel.

To rename, delete, or duplicate an existing arena, right-click on its name and select the appropriate option.

To create a new arena, select Create New from the Arena Selection screen. Enter the arena's name, then select from one of the arena bases. The first one is a small, enclosed arena that's good for starters. The second is a larger arena with invisible walls. The third is a completely open arena with only a movable platform.


Editor Navigation

Once you have selected an arena to edit, or have created a new arena, you are shown a bird's eye view of it. You can move this viewpoint around in the following ways:

Navigation Reference
Movement
You can move your viewpoint laterally using controls at the upper-right of the screen. These are highlighted in orange here:


Clicking on the Forward and Back buttons will pan your view up and down. Clicking on the Left and Right buttons will pan your view left and right. You can also hold down the W, A, S, and D keys to pan up, left, down, and right, respectively. Finally, you can move your viewpoint via mouse:


To do this, move the mouse pointer over the view and hold the right mouse button while dragging.
Rotation
Sometimes, you'll want to see your arena from a different angle. You can rotate your view 90-degrees clockwise with the rotate-left button or counter-clockwise with the rotate-right button. These are highlighted in orange below:


You can also press the Q and E keys to rotate left and right, respectively.
Zooming
You can raise or lower your viewpoint's distance to the arena floor using the Raise and Lower buttons :


You can also press R and F, respectively.
Tilting
Your viewpoint is initially tilted to look straight down at the arena. If you'd like to get a different view of the level, you can tilt your view up and down by pressing the Tilt Up and Tilt Down buttons:


You can also press T and G, respectively.

Note that if you move your view into a piece, (for example, if your viewpoint is inside a platform), that piece will become invisible until you move out of it again.


Arena Pieces

An arena starts out as an empty shell, (depending on your choice when creating the arena, it might be just a background, or an immovable floor), and can be filled with pieces. Some of these -- like walls and platforms -- are inert during gameplay. Others -- such as generators -- create enemies, prizes, or special effects.


Placing a New Piece

To place a new piece in your arena, click on the Place a New Piece button or press the N key. You're presented with the Item Selector, where you can select pieces by category.


Click on a category on the left, and you'll be shown a list of available pieces in the center column. In the above image, the category "Platforms" is selected (highlighted in orange at left), and the mouse is hovering over a "40x40 Floating Platform" (highlighted in orange at center); a preview of the piece, from front and back, is also visible (highlighted in orange at right). After you click on a piece name, that piece will then appear towards the center of your screen.

Caveat: it's possible that after you create your piece, you won't see it on the screen. This happens when your viewpoint is within the newly-created piece, (for example, if you create a skyscraper, and are close to the ground). To see your piece, simply pan your view to the side or zoom out.


Moving a Piece

You most commonly create an arena by placing, moving, and rotating pieces. Each piece has a position within the arena, expressed in coordinates -- three numbers that denote its lateral position and height with respect to the arena's center. For example, if a piece is at the exact center of the arena, it is 0 units "east," 0 units "north," and 0 units above the center -- its coordinates will be (0,0,0):



If you then move this one unit east, its coordinates will be (1,0,0):



If you then move this two units north, its coordinates will be (1,2,0):



Finally, if you move the piece three units upwards, its coordinates will be (1,2,3):


Note: You can place pieces with z values less than 0. However, during the game, if the player falls below z=0, s/he will receive an Out of Bounds penalty.


You can move and reorient most pieces using the on-screen controls, the keyboard, or by dragging and dropping:

Piece Manipulation Reference
Piece Selection Before moving a piece using any of the keyboard shortcuts, you must select it. To do this, left click on it with the mouse. Its name will appear next to it.
Lateral Movement
To move a selected piece laterally (sideways), you can use the Forward, Left, Back, and Right buttons (highlighted in orange below), or their corresponding I, J, K, and L keys.


Alternatively, you can left-click a piece and drag it with the mouse.

Vertical Movement
To move a selected piece up and down (changing its vertical position), use the Up and Down buttons, or by pressing P and semicolon (;) keys respectively.


Alternatively, while holding down the left mouse button down on a piece, scroll your mouse wheel up and down.
Coarse Grid If you hold the ALT key down while you move a piece laterally or vertically, the piece's position will snap to a coarse grid.
Turning
You can rotate a selected piece by clicking on the Counterclockwise Rotation and Clockwise Rotation buttons, or by pressing the U or O, respectively.


To rotate using the mouse, hold down the CTRL key while dragging a piece to the left and right.
Tilting
You can tilt a selected piece forward by clicking on the Tilt Forward button or by pressing the Left Bracket ( [ ) key. Tilt it backwards by clicking on the Tilt Backwards button or by pressing the Apostrophe ( ' ) key.


To tilt using the mouse, left-click and hold the mouse button down over a piece, and scroll your mouse wheel while holding down the CTRL key.
Dropping
You can "drop" a selected piece by clicking the Drop to Ground button or by pressing the Period ( . ) key. What the editor does in this instance is to draw an imaginary line from the piece's origin downwards; the piece will be moved to wherever this line intersects the ground, or another piece. If no intersection occurs, the piece's location remains unchanged.
Deletion
Remove a selected piece entirely by clicking on the Delete Piece button or by pressing the DEL key.


Generators and Special Pieces

There are three types of generator in Inago Rage: Prize Generators, Enemy Generators, and Particle Generators. Prize Generators periodically spit out gems and powerups; Enemy Generators periodically spit out enemies; and Particle Generators spit out special effects such as flame or smoke. These are available from the Piece Catalog under the category Generators.


Prize Generators

In the game, these will periodically create collectible powerups according to your specifications; these will be generated at the prize generator's location. Shown below is a selected prize generator (the green box) and the editable parameters (highlighted in orange):



Once you've selected a Prize Generator by clicking on it, you can set the following parameters:

Prize Generator Attributes
Type
This determines which powerup or prize to generate. By default, a prize generator will create 1,000 point gems, but you can change this by clicking on the arrows to either side.
Delay This is the number of seconds the prize generator will wait before creating its first prize. Hold down SHIFT while changing this to increase or decrease this figure in 10 second increments. If this is set to 0, a prize will be generated at the beginning of a round.
Period This is the number of seconds the prize generator will wait between successive prize generations. For example, if this is set to 100, a prize will be generated every 100 seconds. If this is set to 0 (off), only one prize will be generated.


Here are some examples to demonstrate how the Prize Generator works:

To get this effect... Specify this prize type... And this delay... And this period...
Generate a Triplefire every 10 seconds.
Triplefire 0 Seconds 10 Seconds
Wait 25 seconds, then generate a Rapidfire every 30 seconds. Rapidfire 25 Seconds 30 Seconds
Generate a single Attractor at the beginning of the round. Attractor 0 Seconds 0 Seconds
Wait a minute, then generate a single Neutron Bomb. Neutron Bomb 60 Seconds 0 Seconds

Note that you will only be able to see the green Prize Generator boxes in the Arena Designer. While in play, these will be invisible.


Enemy Generators

These work the same way prize generators do, except that they generate one or more enemies. To place one in the arena, select Place a New Piece, then select the Generators category, then select Enemy Generator. By default, when you begin the round, the generator will generate a single Seeker at its location.




Once you've selected an Enemy Generator by clicking on it, you can set the following parameters:

Enemy Generator Attributes
Type
This determines which enemy will be generated. (For more information on what enemies are available, see the Enemies section, above.)
Delay This is the number of seconds the generator will wait before creating its first enemy.
Period This is the number of seconds the generator will wait between successive enemy generations. If this is set to zero (off), the generator will only spawn enemies for one cycle.
Charges This is the number of times the generator will create enemies before becoming inert. If set to zero (off), no limit is imposed unless the Period is also set to zero.
Quantity This is the number of enemies that will be generated each cycle. This can be set to 1, 3, 9, or 27. (All powers of 3!)
Limit For any given cycle, a generator will only generate enemies if there are fewer than this number of enemies already in the arena. If set to zero (off), this defaults to the game's maximum, which is 200. Note that if a generator skips a cycle due to this limit, it will not count against its number of charges (see above). Note that this parameter does not take into account enemies that are currently being generated.


Here are some examples to demonstrate how the Enemy Generator works:

To get this effect... Specify this enemy type... This delay... This period... These charges... This quantity... And this limit...
Generate a single Seeker.
Seeker 0 0 0 1 0
Generate nine spitfires every 10 seconds. Spitfire 0 10 Seconds 0 9 0
Wait 60 seconds, and generate 27 Kawazu Ni. Kawazu Ni 60 Seconds 0 0 27 0
Every 5 seconds, check to see if there are fewer than 10 enemies in the arena. If so, generate a Pinata. Pinata 0 5 Seconds 0 1 10
Wait 25 seconds, then generate a Kamikaze every 3 seconds. Stop generating after the 15th Kamikaze. Kamikaze 25 Seconds 3 Seconds 15 1 0
Spam the player with piles of Seeker Drones. (Note that even though no limit is selected here, there's a hard limit of 200 enemies onscreen at once.) Seeker Drone 0 2 Seconds 0 27 0


Note that you will only be able to see the orange Enemy Generator boxes in the Arena Designer. While in play, these will be invisible.


Particle Generators

These periodically generate blobs of light or smoke, and can be used to create special effects. To create one, select Place a New Piece, select the Generators category, and click on Particle Generator. By default, you'll see a red arrow that periodically spits out fireworks. You can change the arrow's direction (see Moving a Piece above for details) to spit particles out in different directions. Below, you can see three Particle Generators in different orientations:



You can set its parameters as with the Prize and Enemy generators:

Particle Generator Attributes
Type
This determines the type of particle to create. Shown below, from left to right, are Fireworks, Flame, Rising Beam, Steam, Sparks, Blue Beam, and Glass Shards:

Delay The number of seconds the generator will lie dormant before spitting out particles.
Period The amount of time the generator will wait between particles. Most commonly, the larger this number, the sparser an effect will be. For example, in the below image, the top generator is set to spit out particles without delay (a period of 0), while the bottom generator is set to spit particles out every 4/10ths of a second (a period of 4).




Often, multiple particle generators (shown in red in the editor, but invisible during play) are used together to create new effects:



Active Blocks

In addition to the above generators, you'll find the following pieces in the Active Blocks category. (Select Place a New Piece, then click on Active Blocks at the left.)

Synopsis of Active Blocks
Player Start Location
Place this in your arena to determine where the player will start. If no such piece is in your arena, the player will start at coordinates 0,0,0. This piece will be invisible during gameplay. Note: If you created an arena using an "arena base" without a floor, you must make sure to place your player start location above z=0. During gameplay, if the player falls below the z=0 plane, s/he will be given the "Out of Bounds" notice and placed back at the start location.
Wind Blower When placed in your arena, this will cause the player to be constantly pushed by wind. The Wind Blower is shown in the Arena Designer as an arrow; the direction of the arrow determines the direction of the wind. This piece will be invisible during gameplay.
Accelerator These are like conveyor belts; when a player steps on one, the Accelerator will propel him/her in the direction of the arrows.
Small/Large Bouncer When stepped on, a Bouncer will propel the player upwards like a trampoline.


Arena Options

You can modify an arena's global parameters by clicking the Arena Options button at the lower-right of the Arena Designer screen. The following items are available for editing:

Arena Options Listing
Gravity This determines the downward pull on the player during the game. The three settings are Low (Luna gravity, about one sixth that of Earth's), Medium (Earth gravity), and High (Jovian gravity, which at its equatorial surface is a bit higher than twice Earth's). The default is Medium.
Jumpsuit Lit
When selected, players will illuminate the architecture around them.

Jumpsuit is lit (default).
Jumpsuit is unlit (only self-illuminating objects can be seen).
Fog Thickness The amount of colored fog visible in the arena. By default, this is off, but can be set to Light or Heavy fog.

Fog is off.
Fog set to "light." (See below for color.)
Fog set to "heavy." (See below for color.)
Fog Color These three bars determine the "redness," "greenness," and "blueness" of any fog present in a level. This uses an additive system rather than a subtractive system -- if you're familiar with how RGB is specified in web pages, (or on computers in general), this works the same way. So, mixing green and red (by sliding the green and red bars to the right) will give you yellow.

Lots of green, some red, and no blue will give you an orange fog.
A tiny amount of blue will give you a dark blue fog.
A lot of green, no red, and no blue will give you a pure green fog.
Ambient Light This slider determines how brightly the entire arena is lit. Note that this only affects objects that are not, themselves, illuminated. So, for example, dark buildings are affected by this setting, but bright signs are not.

By default, the level will be lit with no ambient light. During play, only objects that illuminate themselves, and areas near the player are visible.
If you move the slider halfway up, the entire arena will be partially lit.
Moving the slider all the way up will illuminate the arena fully.
Background/Skycube On levels without walls or fog, this determines what the sky and distant ground will look like.

Time Limit This is the number of seconds the player has to finish the level.
Target Score This is the number of points a player must accumulate before time runs out, in order to win the level.


Playing Your Arena

At any time during the building process, you can click the Play Arena button at the lower-right of the screen. Your arena will then be saved to disk, and you can try it out immediately. When you're done, you can press the Esc key to exit back to the arena designer.


Drawing and Framerate

By filling your arena with too much activity, it's possible to slow your computer down to the point where the game is unplayable. How much activity depends on your processor speed, video card, and memory. Here are some things to avoid:

Things to Avoid
Too many pieces
Your computer is required to draw each piece thousands of times a minute. If there are too many pieces being drawn simultaneously, you'll notice that the game slows down in an attempt to catch up. The same is true if there are too many particles on the screen at once. Your system will struggle to draw them all.
Too many different pieces An arena containing 100 pieces, each of a different type, will result in slower gameplay than an arena containing 100 of the same type of piece.
Too many enemies As with inert pieces, enemies take time to draw; if your computer has to draw many, then each frame will take longer to draw, dragging the framerate down. But enemies also react to the player and move around the arena -- calculating this also takes time. All things being equal, it takes more work for your system to position and draw 100 enemies than it does to draw 100 inert platforms. Also, it should be noted that the more visually complex an enemy is, the longer it takes to draw -- an arena with 100 Pinatas visible will run much slower than an arena with 100 Seekers.



Trading Arenas
You can trade your arenas with other fans of Inago Rage by e-mailing them the "compact arena definitions." To send someone an arena file, locate it by title in your Inago Rage maps folder. By default, this is C:\Program Files\Inago Rage\maps, (though the exact location depends on where you installed Inago Rage). Your entire arena is included in the single .cad file. If you have downloaded an arena file, (e.g., from our website), you can install it by copying the .cad file to your Inago Rage maps folder. (Again, by default, this is C:\Program Files\Inago Rage\maps.) The arena will appear within your arena list the next time you start the game.

At the time of this writing, nobody has created any new arenas, because the game hasn't been released yet. However, once they do, we hope to put these online in the Player Extras section of the Inago Rage website.


Talk to Us
In the past, we've used player feedback to make our games better. We hope to do the same with Inago Rage. If you think there's something we could describe better in the manual, let us know so that we can improve it. If you think there's a feature that should exist in the game, let us know. If there's something you absolutely love about the game, tell us!

And if you enjoy playing Inago Rage? Spread the word!


Acknowledgements
Inago Rage was written by Ichiro Lambe. That's me. I'd like to acknowledge the following people for their help over the course of this project:

Dan Brainerd Story Concept/Photo Direction/Beta Testing/As Angelo Sen/500 Other Things
Susan Lambe Vocals/Voiceovers/As Ise "Inago" Asahi
Chris Vance Beta Testing/As Ephram Spin
Mark Booker Voiceovers/As Jerem Smith
Arthur Lew B-Unit Camera/As Henri Dumont
Mimi Balaji As Meenakshi "Meena" Narayan
Margot Tracy As Ellie Whitney
Kent Mori Walther As Ryon Asahi
Anne Coleman As Daisy Leigh
Nathan Reed As Dawrin Spin
Elham Ghaem-Maghami As "Europa"
Vinod Tilak As Malcolm "Muskrat" Chandra
Stephen Lee As Liu-Jin and Liu-Jun
Sarah Kleinman As Patricia Lane
Natalie Balaji As Alina Narayan
James O'Donnell Additional Artwork
Glenn Tester Additional Artwork
Ben Casper Beta Testing
Sam Clemens As Mark Twain

Special thanks to C. Corey Fisk for her creative mind and her editorial eye, to Nastaran Baradaran for her support, and to the folks at Conitec Datasystems for developing a great 3D engine. I'd also like to thank Dan Brainerd again, because you really can't thank a man enough for staying up all hours of the night, testing your game.


Legal
Inago Rage is Copyright ©2004 by Dejobaan Games. This software uses the FreeImage open source image library.


A Final Word
Sasquatch.


Copyright ©2004 by Dejobaan Games