###Contributors:
###TODO List:
###Game Structure:
- App Hierarchy
- World: All share one Background and general set of Enemies. A world may have some (3 to 5) stages, and a Boss at the end. The Boss may be at the end of the of the final round
- Stage: Selected in the main Stage Selection menu screen. Many stages constitute a world.
- Rounds: A collection of enemy waves that have similar difficulty level. Player is notified of Round Change.
- Waves: The spawning of a collection of enemies, each wave begins when one enemy remains of the previous wave. Player is not notified of enemy wave changes.
- Level 1 Design
- Stage 1-1
- Stage 1-2
- Boss Battle Design
- Mage Stats from clearing Stages
- MaxHealth Boosts
- New Spells
- Equiped Accessories
- Enemies may or may not drop items
- In game store with micro-transactions
###Mage Defense Game UI:
- Element Selection Side-Column
- Message Log Bottom of Screen ?
- Start Screen Start Button ?
###Enemy Class:
- Acceleration Based Movement
- Return to Map when Out of Bounds
- Movement-Pattern Movement
- Attacking
- Enemy States
- Push
- Stun
- Blocked
- Confused/Tricked
- Overhead Lifebars
###Mage Class:
- Attacks:
- Water
- Earth
- Dark
- Light
###Sprites:
- Attack Sprites (Level 1)
- Water Level 1
- Earth Level 1
- Dark Level 1
- Light Level 1
- Electric Level 1
- Earth/Rock Blockage
- Start Screen Redo