Differences
This shows you the differences between two versions of the page.
Both sides previous revision Previous revision Next revision | Previous revision Next revisionBoth sides next revision | ||
tale_of_the_plant_dungeon [2008-12-17 12:08] – michaelsamyn | tale_of_the_plant_dungeon [2008-12-17 12:28] – michaelsamyn | ||
---|---|---|---|
Line 19: | Line 19: | ||
The idea is that you are inside of the plant. You start inside of a seed. And when you carve tunnels down, you're actually creating roots. When you're carving upwards, your creating stems and branches. On this level of the game, you cannot see the world around you. You can only see the inside of the plant. As you dig/carve deeper/ | The idea is that you are inside of the plant. You start inside of a seed. And when you carve tunnels down, you're actually creating roots. When you're carving upwards, your creating stems and branches. On this level of the game, you cannot see the world around you. You can only see the inside of the plant. As you dig/carve deeper/ | ||
- | To add to the being-a-plant feeling, you would not control a single avatar but there would be a bunch of " | + | To add to the being-a-plant feeling, you would not control a single avatar but there would be a bunch of " |
- | To strengthen the bond between the player and these minions, perhaps we could say that they will only be happy when they work. Perhaps the need to carve for nourishment. And they only work when you tell them to. | + | |
- | The entire garden could exist in a pseudo-parallax pseudo-2D landscape where travel with only panning and no rotation. This offers you the ability to select a plant and zoom in on it. When you do, you get a 2D view of the " | + | Examples |
- | I like the idea of being inside of a plant and being unaware of the outside world except for the things that you " | + | {{http:// |
- | I also find the idea of carving a plant out of the air very poetic. As if the plant has always been there. | + | {{http:// |
- | Controlling the minions seems like a good way of dealing with a less individualistic mindset. And perhaps the minions resemble the cells that make real-world | + | {{http:// |
+ | If you are not paying attention to the game, the minions keep working, but not as diligently as when you are looking. When you stay away too long they get lazy. Perhaps they ultimately die. | ||
+ | To strengthen the bond between the player and these minions, perhaps we could say that they will only be happy when they work. Perhaps they need to carve for nourishment. And they only work when you tell them to. This would create a sense of responsibility in the player (not unlike the responsibility for a house plant). | ||
+ | |||
+ | The entire garden could exist in a pseudo-parallax pseudo-2D landscape that you can travel into (but where rotation of the view is not possible -so you always only see the front of the plant). This offers you the ability to select a plant and zoom in on it. When you do, you get a 2D view of the " | ||
+ | |||
+ | It would be nice if the shape of the " | ||
+ | |||
+ | //I like the idea of being inside of a plant and being unaware of the outside world except for the things that you " | ||
+ | I also find the idea of carving a plant out of the air very poetic. As if the plant has always been there. | ||
+ | Controlling the minions seems like a good way of dealing with a less individualistic mindset. And perhaps the minions resemble the cells that make real-world plants grow.// |