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Firestorm_TP4_TheStoneOfZurian

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by

Erin Summer

on 22 January 2015

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Transcript of Firestorm_TP4_TheStoneOfZurian

The desert planet, half-shrouded in darkness...

Project Lead
Kadan Sharpe

Design Lead
Erin Summer

Gameplay Lead
Daniel Schraad
Combat Specialist
Zurian's seal was
broken
.
An evil entity corrupted the planet, covering it in darkness.
Narrative Lead
Jake Shuman

Art Lead
William Thomas

Audio Lead
Paul Vander Molen
Collecting resources can yield interesting and mysterious rewards.
After his defeat, his soul was banished into a stone for thousands of years...
THE DARK LORD ZURIAN
THE MOTIVE
Until the seal was broken...
THE DRAKARSH
THE COMMANDER
The Enemy
THE MISSION
THE SETTING
UNITS
RESOURCE SYSTEM
1) Build a base
2) Find Rotash
THE STONE OF ZURIAN
Explore the mysteries of the dark sector
Lore
Purpose
Player Character
Conflict
Planet: Merithos
LIFE & REWARD SYSTEM
THANK YOU FOR WATCHING!
GAMEPLAY
Mindori
You must
find the source
.
becomes the focal point for one species' impending doom.
Swift Gyrab
Play >
Player Actions
Rezora
Ameaphod Harvesting
Brawny Muhki scales reinforce armor.
Red Ock shells increase building durability.
Black Urak claws enhance weapon damage.
Mindori Energy Source
DEMOGRAPHIC
His
corruption spread
.
You must
defeat the infected
.
A
distress call
was heard.
Controlled by Zurian
Physical contact spreads curse
Deploy units via Drop Ships
Construct a base.
Explore the environment.
Hunt creatures.
Locate the Drakarsh.
Recruit & Deploy Units
Unique Abilities
Construction Skills
Harvest Resources
Destroy them.
Expand your territory.
Ages 13 and up
Gender Neutral
PC users
Fans of Sci-Fi genre
Real-Time Tactical players looking for an innovative story-driven experience
Target Audience:
Secondary Audience:
Ages 16-40
PC users
Fans of single-player games
Platforms:
Windows 7 & 8
Mac OS X
Linux
Genre:
Single-Player
Real-Time Tactical
Acquire resources.
A Story-Driven Real-Time Tactical Game
Mech: (Ground)
Heavy armor
Slow moving
Medium-ranged
Infantry: (Ground)
Light armored
Fast moving
Short-ranged
Many unit variations
Special units require rare materials
Each unit type has strengths and weaknesses
Example Types
Drone: (Air)
Light armor
Medium speed
Long-ranged
Represent life counters for the player
When a unit is damaged, it loses one life counter
Life Runes are regenerated over time
A rare resource used for special abilities and advanced structures/units
Drop from powerful enemies
PICK UP
ART STYLE
AUDIO STYLE
Construct buildings to expand your military presence
Drakarsh
Zurian's Curse
Peaceful race
Use primitive technology
Inspired by Mass Effect and StarCraft games.
Destroying them weakens Zurian
Realism, Modern Science Fiction
Structures have sharp edges to silhouette resources spent from creatures.
Structure colors match their respective alignment.
Variant metals and dense, translucent fixtures with blue and red glows make structures feel futuristic.
Live neon critters are encased within lanterns along structures, forbearing the science in a new world.
The Stone of Zurian is an exciting new experience because it incorporates several mechanics that delve into the human desire to command. Players must rely on their own strategies to successfully overcome both enemy and environment, and must make meaningful choices every step of the way.
BREAKDOWN
The "food-chain" system, where all resources come from mobile creatures, will keep players on their toes as they have to balance conflict with the enemy and with hostile creatures that yield precious resources. These two goals make combat in all aspects even more engaging and makes The Stone of Zurian unique.
Watch/listen to the sample below:
Why is it fun?
What makes this game unique?
Life Runes
Mindori Energy Source
Rewards
Follows RTT/RTS genre conventions
Use keyboard & mouse to interact with user interface
Provides feedback to player in real time
Selected Units Panel
Minimap
Objectives
Log
Experience Bar
Player Health
and Avatar
Unit and Building
Construction Panel
Construction Tree
Construction/Recruitment
Queue
User Interface
Gives the player a feeling of mystery on an alien world by introducing an original soundtrack.
Art Direction
Inspiration
Mass Effect
series,
StarCraft
series
Descriptions
Familiar Earth-like desert biome
Corrupted dark jungle of sharp, jagged, black crystals
Represents the believable and fantastical
Environment
Friendly Units
To represent player alignment, units have bright colored armor.
Florescent armor patterns that feel technical in a new era of unfamiliar science.
Commander wears full composite armor to symbolize high rank.
Enemy Units
Illustrative feel with defining dark and light lines make them unique within the portrayed style.
Creatures are represented by dark, thick hides and overly large bone structures to give them an otherworldly feel.
Dark and warped design of the Drakarsh symbolizes corruption.
Structures
Resources Panel
Energy Display
.
.
.
.
.
.
.

Inspiration
Overall
The implied goal of the art style is to bring the player to a new universe representing both futuristic science and nature themes. It is aimed to allow the player to feel awed.
OUR GAME, DEFINED:

Our game is a
single player RTS title (top-down camera perspective).
Aside from
commanding
other units, the player controls a
Hero
character that has
special abilities
.
This
Hero
is a member of the
Medorians
whose mission is to vanquishing infected species (the Drakarsh) and
gain control of the planet
.
The player will establish a base of operations in the
Nathel Region
with the purpose of exploring the
Dark Side
,
defeating
the infected enemy creatures within, and
expanding
their territory to cover the entire planet.
The
Hero
performs both
Combat
and
Research
roles in the game.
The
Combat
role follows traditional RTS mechanics (base construction, recruit combat units, command units to attack enemy footholds and defend own base).
The
Research
role incorporates Study, Hunting/Trapping, Scavenging and Upgrading mechanics (study creatures for identifying materials, hunt creatures to kill or trap them, scavenge the materials from those creatures, use those materials for upgrading your
base structures
or
Hero

abilities
).
The materials gained from
scavenging
yield
rare resources
that are required for building
Advanced Structures
AND used for
upgrading character abilities
(think of the jellyfish egg being used to power weapons).
The creatures that live in the
Dark Side
are different from ones found in the
Light Side
(remember the aquatic theme).

The flow of gameplay is as follows:
Player selects the mission; mission loads
Hero
starts out as a Level 1 unit
Hero
is briefed on specific objectives
Hero
establishes base (while the Enemy base is being constructed)
Hero
builds structures and recruits units (so does the Enemy)
Hero
commands units to explore/attack/defend (so does the Enemy)
As the
Hero
defeats Enemy units, the
Hero
gains experience points that gradually unlock new special abilities
These special abilities are both
Combat
- and
Research
-focused
Once the primary objectives for that mission are completed, the mission ends and a cutscene/cinematic plays; if the player fails, a "Game Over & Try Again" screen shows; if the player succeeds, their end-game stats are displayed to see how many Enemy units they killed, how far they progressed (their Level at the time of completion), and a notification of "You unlocked Level X and Y Ability" is displayed.
Resource system is based on finding creatures that give materials.
Multiple types of materials that serve different functions.
Building
Weapon
Armor
Power
Resource gain is not constant, but when a creature is found and captured/killed the gain is in bulk.
Creatures have varying strengths, weaknesses, and yield different amounts of different resources.
Full transcript