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Nekomimi Meido WBS

Page history last edited by RoyalKnight 16 years, 4 months ago

Top > Project Nekomimi Meido > Work Breakdown Schedule


Nekomimi Meido Subproject: Work Breakdown Schedule



 

Story and Script

  • General Overview
    • Draft a general idea for the story.
    • Discuss, review, and change.
    • Final Draft for general story idea.
  • Main script-writing (by Sae)
    • Rough drafts of scripts from onboard scripters.
    • Evaluation of scripts.
    • Voting of preferred script for use.
    • Discuss, review, and change script.
    • Final Draft of main script.
  • Other dialogue
    • Identification of non-main dialogue.
    • Rough draft of all non-main dialogue.
    • Discuss, review, and change.
    • Final draft for non-main dialogue.

 

Graphics Department

Characters

  • Rough Designs
    • BL-tan (by Hayate, DG)
    • Bandits (by Constanze)
    • Mad Sage (by Hayate)
    • Mercenaries (by DG)
    • Mercenary Captain (by DG)
    • Royal Knight (by Hayate)
    • Chaos Beast
  • Final Designs
    • BL-tan
    • Bandits
    • Mad Sage (by Hayate)
    • Mercenaries
    • Mercenary Captain
    • Royal Knight (by Hayate)
    • Chaos Beast
  • Field Sprites
    • BL-tan (needs revision)
      • Tieren Taozi-Style (by DG)
    • Bandits
    • Mad Sage
    • Mercenaries
    • Mercenary Captain
    • Royal Knight (possible revision)
    • Chaos Beast
  • Portrait Artwork
    • BL-tan
    • Mad Sage
    • Royal Knight
  • Conceptual Battle Art
    • BL-tan
    • Bandits
    • Mad Sage
    • Mercenaries
    • Mercenary Captain
    • Royal Knight
    • Chaos Beast
  • Battle Sprites
    • BL-tan
    • Bandits
    • Mad Sage
    • Mercenaries
    • Mercenary Captain
    • Royal Knight
    • Chaos Beast

 

Landscaping

  • Recruit landscape artist
    • Application submission
    • Interview / portfolio (Spriting experience?)
    • Discussion and decision among key members.
    • Formal recruitment
  • Concepts
    • Read through Prologue material.
    • Concept sketches of all locales.
    • Discuss, review, and change.
    • Final designs of all locales.
  • Recruit tile spriter
    • Application submission
    • Interview / portfolio
    • Discussion and decision among key members.
    • Formal recruitment
  • Tile Spriting
    • Concept and experimentation.
    • Map-building.
    • Overlays and effect requests to Programming.
    • Packaging and cleanup

 

Miscellaneous Drawings

  • Battle Backgrounds
    • Concept drawing.
    • Discuss, review, and revise.
    • Final battle background design.
  • Title Design
    • Concept drawings (stressing multiple).
    • Discuss, review, and revise.
    • Finalize for demo.
  • Item Design
    • Compile list of items used for demo.
    • Concept drawings.
    • Discuss, review, and revise.
    • Final item designs.

 

Programming

  • Set up or configure version control software.

 

Design Document

  • __Script Engine__
    • Script Files
      • Proprietary format and structure
      • Parsing scripts into proprietary format
      • "Common" file for common names, labels, message events
    • Script Loading
      • Script Pointer Table
      • Names Pointer Table

 

  • __Graphics Engine__
    • Title Screen
    • Menu Screens
    • Field Screens
      • Ground Layer
      • Object Layer
      • Character Layer
      • Top Layer
      • Master Overlay
    • Battle Screens (Trace) - Integrating
      • Battle Sprites (PHANTASM) - Integrating
        • Dynamic movement (Spark)
        • Variable-rate animation (Spark)
    • User Interface
      • Ring Menu
      • Time-Dependent gauges
      • Messages Windows
      • Effect Indications
      • Pop-up Menus

 

  • __Mechanics Engine__
    • Field Mechanics
      • Draft field mechanics
      • Discuss, review, and revise
      • Final Draft of field mechanics
      • Code the field mechanics
      • Test and document code
      • Clean up code; test code
      • Create demonstration module
    • Battle Mechanics
      • Draft battle mechanics
      • Discuss, review, and revise
      • Final Draft of battle mechanics
      • Streamline for demo
      • Code the battle mechanics
      • Test and document code
      • Clean up code; test code
      • Create demonstration module
    • Menu Mechanics
      • Draft menu mechanics
      • Discuss, review, and revise
      • Final Draft of menu mechanics
      • Code the menu mechanics
      • Test and document code
      • Clean up code; test code
      • Create demonstrate module
    • Integration
      • Integrate Field, Battle, and Menu modules.
      • Test and document code
      • Clean up code; test code
      • Create demonstration module

 

  • __Sound Engine__
    • File loading
      • Preloading through script files.
    • SFX Playing
      • Basic functions: play, stop, track seek
      • Special Effects: fade-in, fade-out, track looping, volume control

 

Sound Studio

  • Sound Effects
    • Compile list of sounds
    • Gather/create sounds
    • Discuss, review, and change
  • Music
    • Listen to music in-game.
    • Discuss, review, and change.

 

Wrap-Up

  • Ascertain "extras" feasiblity.
  • Testing
    • Alpha Test (internal testing only)
    • Beta Test (internatl and selective external testing)
    • Software packaging
  • End-User Information
    • Manual / Notes / Instructions
    • Distribution / Delivery Format
    • Release.
  • Post-Release
    • Surveys.
    • Analyze surveys and forum reactions.
    • Add to our Resumes.

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