# data[].attributes.body
- basic WASD
- sprinting
- basic jumping

# data[].attributes.body
- Health
- Light (mana meter)
- Camera bobbing

# data[].attributes.body
- Polished shaders
- Quality vs performance toggle
- God rays
- Screen-space reflections

# data[].attributes.body
- Basic geometry
- sky box
- sun
- tree model
- trees

# data[].attributes.body
- Basic sword
- Basic sword sprite
- basic long sword
- basic long sword sprite
- basic dagger
- basic dagger sprite
- basic armour
- basic armour sprite
- basic arms

# data[].attributes.body
- Armour denting and breaking system
- weight system for items
- aromur denting stages
- rune engraved items

# data[].attributes.body
- more polished models
- different models for each season
- textures
- dungeons
- plants

# data[].attributes.body
- textures for particles
- post processing effects
- bloom
- water shader

# data[].attributes.body
- seasons
- spells
- rune engraving

# data[].attributes.body
- walking FP animation
- jumping FP animation
- finishing blow animation
- enemy idle animation

# data[].attributes.body
- fake bump maps
- textures
- scratches

# data[].attributes.body
- opening menu
- Play button sprite
- quit button sprite
- clicked variants of each button
- actual functional menu
- menu background art/render
- basic inventory
- basic way of equipping armour and weapons
- slots for armour sprite

# data[].attributes.body
- walking sounds
- inventory equip sound
- Armour denting sounds
- Enemy death sounds
- Game over sound
- Dungeon ambience sounds (drips echo)

# data[].attributes.body
- Spring theme
- Summer theme
- Autumn theme
- Winter theme
- Dungeon theme
- Boss 1 theme
- Boss 2 theme
- Final boss theme

# data[].attributes.body
- How to UV project textures on to geometry
- How to use normal maps
- how to make bump and bump and displacement maps
- how to make my own normal map

# data[].attributes.body
- basic AI
- basic model
- basic ragdoll upon death