Skaul Outline
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Skaul Outline

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Skaul Outline Presentation Transcript

  • 1. Skaul: The Immortal Reality
  • 2. The Basics: About the Game
    • First began in '03
    • Co-producer Chris Watkins
    • Evolving Massive Multi-player Online Role Playing Game
    • Genres
      • First Person Shooter
      • Role Playing Game
      • Real Time Simulation
  • 3. The Basics: OF the game
    • Setting
      • Future-Past
      • Final Fantasy
      • Fusion of “Magic” and Machinery
      • Multiple races from elemental beings to half human half animals(anthro?)
    • Styles
      • Final fantasy
      • dependent upon player
    • Unique Selling Points(USPs)
  • 4. The Components
    • The Environment
    • The Entities
    • The Objects
    • The Laws
    • The Game Play
    • The Interactions
  • 5. The Environment
    • Zones
      • Built
      • Natural
      • Climate
  • 6. The Entities
    • Four(4) types
      • Player
      • Non-Player
      • Called
      • Administrative
    • Bio(Getting to Know you)
    • Info(Getting to know your enemies)
    • Stats
    • Status
    • Equipment
    • Actions(SAT's)
  • 7. About the Entities
    • Classes
    • Races
    • Occupations <- its more of a title and a way to get skills
  • 8. The Objects
    • Same Components as Entities(Type, Bio, Info, Stats, Staus, Equipment)
    • Instead of Actions: Commands
  • 9. The Laws
    • Physics
    • Death(The Three Rings of Death: Faint, Death, and Elimination)
    • Player Leveling
    • A.I. <- Real? Not yet but after this game...
  • 10. The Game Play
    • Controls
    • Camera Positions
    • Storyline
    • Appearance
    • Immersion
  • 11. The Interactions
    • Object-Environment
    • Law-Game Play
    • Environment-Entity
    • gameplay-Object
    • Entity-Law
    • Blah blah blah(5*5=25 different kinds of Interactions)
  • 12. The Development
    • Design
    • Concept Art
    • Design 2.0
    • Programing
    • Design 3.0
    • Sound
    • Design 4.0
    • Beta Testing
    • Design 5.0, design, design, blah blah blah
  • 13.
    • Design
    • Making the paper cutting the paper and folding the paper
    • MAJOR IMPORTANT
    • Occurs between each of the other stages to ensure the design is continuous and is satisfactory
    • Really what games are
  • 14.
    • Art and Visual
    • How everything Looks
  • 15.
    • Programing
    • What it is, what it looks like, and know what it does.
  • 16.
    • Sound
    • Whats that noise? You dying. The indicator.
  • 17. The Organization of the Group
    • Master of Game Development
    • Vice-Master of Game Development
    • Board of Team Chiefs
      • Chief of Audio Team
      • Chief of Design Team
      • Chief of Graphics Team
      • Chief of Programing Team
  • 18. Audio Team
    • Head of Law Audio
    • Head of Entity Audio
    • Head of Object Audio
    • Head of Game Play Audio
    • Head of Interactions Audio
    • Head of Environment Audio
  • 19. Design Team
    • Head of Law Design
    • Head of Entity Design
    • Head of Object Design
    • Head of Game Play Design
    • Head of Interactions Design
    • Head of Environment Design
  • 20. Graphics Team
    • Head of Law Graphics
    • Head of Entity Graphics
    • Head of Object Graphics
    • Head of Game Play Graphics
    • Head of Interactions Graphics
    • Head of Environment Graphics
  • 21. Programing Team
    • Head of Law Programing
    • Head of Entity Programing
    • Head of Object Programing
    • Head of Game Play Programing
    • Head of Interactions Programing
    • Head of Environment Programing
  • 22. Beta Testing
    • Yeah Just kidding
  • 23. Unique Selling Points: USP's
  • 24. USP-SATs(Skills, Abilities, Techniques)
        • Skills – unique actions to live with(Cooking, smithing, Occupational related)
        • Abilities – auto awesome(breathing under water, easy climb walls), and great ways to beat the competition(spells, mutations, laza eyes)
        • Techniques, (weapons and awesome attacks, button combos)
  • 25. USP-SAT leveling
      • Magnitude
      • Volume
        • Fireball-Magnitude increases Size and Damage. Volume Increases number of Balls
      • Name
        • Fireball(0,0) -> Inferno-ball(3,0)
        • Fireball(0,0) -> Fire Swarm(0,3)
        • Fireball(3,3) -> Inferno Swarm(3,3)
      • Heads up display(HUD) changes with alignment, class and race
  • 26. USP-Online/Offline USP
    • Multiplayer slow-mo
    • Online/Offline integration
    • Open Development and Evolution
  • 27. Getting to Know You
        • Last Name
        • First Name
        • Phone Numbers:
          • ( )____-_______(Home Cell other___________)
          • ( )____-_______(Home Cell other___________)
          • ( )____-_______(Home Cell other___________)
        • Desired Area of work
          • Audio/Graphics
          • Design
          • Programing Development
        • Favorite Video Games(Name, System)
        • Why do you think you could be a head of a team?( If not put I Don't )