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tale_of_vegetal_time [2008-11-29 21:12] – 84.198.252.205 | tale_of_vegetal_time [2008-11-30 20:31] (current) – typo 84.198.252.205 | ||
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just some notes. (i'll figure out yr wiki syntax and fix this. :p) | just some notes. (i'll figure out yr wiki syntax and fix this. :p) | ||
- | ==The Goal== | + | ===The Goal=== |
* to make the player feel like a plant | * to make the player feel like a plant | ||
===tools to the goal=== | ===tools to the goal=== | ||
- | * simulation of slow time scales | + | simulation of slow time scales |
- | | + | * the real challenge is to make it interesting and engaging to have stillness. to BE slow. |
- | + | ||
- | * chaos. nature is chaotic. (chaos as a design tool) | + | |
- | ** Chaotic systems are systems that look random but aren' | + | |
- | *** Chaos features three main characteristics: | + | |
- | **** it is a bottomless gulf where anything falls endlessly. This radically contrasts with the Earth that emerges from it to offer a stable ground. | + | |
- | **** it is a place without any possible orientation, | + | |
- | **** it is a space that separates, that divides: after the Earth and the Sky parted, Chaos remains between both of them | + | |
+ | chaos. nature is chaotic. (chaos as a design tool) | ||
+ | * Chaotic systems are systems that look random but aren' | ||
+ | from [[wp> | ||
+ | * Chaos features three main characteristics: | ||
+ | * it is a bottomless gulf where anything falls endlessly. This radically contrasts with the Earth that emerges from it to offer a stable ground. | ||
+ | * it is a place without any possible orientation, | ||
+ | * it is a space that separates, that divides: after the Earth and the Sky parted, Chaos remains between both of them | ||
+ | simulation of the non-visual, of other senses. (of plant senses?) | ||
* the wind | * the wind | ||
* the feel of the sun | * the feel of the sun | ||
* the water flowing through your veins | * the water flowing through your veins | ||
- | | + | * (is it a sound?) |
+ | |||
+ | ==Game Genre== | ||
+ | All this time we've been thinking about RPG's because of the terminology of guilds and classes. BUT | ||
+ | The Ultimate Expression of Brainless Gameplay is the " | ||
+ | and The King of all casual games is Match Three type puzzles. | ||
+ | e.g. | ||
+ | http:// | ||
+ | |||
+ | ==Dealing with time== | ||
+ | Use seasons as tools | ||
+ | All seasons exist at the same time | ||
+ | the plant can " | ||
+ | or shift between the seasons at will | ||
+ | to take advantage of the benefits that season has to offer. | ||
+ | (use in ' | ||
+ | uuh, need to think about how this would work more in-depth but | ||
+ | suffice to say that one can see the same garden shifting through any time of year. | ||
+ | |||
+ | We can define a benefit to each season and the player could decide when to use that benefit. Depending on how well he or she prepared, the benefit will pay off more or less. | ||
+ | |||
+ | ==Graphical Presentation== | ||
+ | probably 2d will be more flexible (but let's keep our options open) | ||
+ | anyway, 2d -like: | ||
+ | somewhere between | ||
+ | Puzzle Quest | ||
+ | <img src=http:// | ||
+ | and an ornate mosaic tile | ||
+ | http:// | ||
+ | the game of life | ||
+ | http:// | ||
+ | |||
+ | The interactive part should probably be 2D but we really should have a 3D representation. The design of the Nintendo DS comes to mind (lower screen for systematic input, upper screen for fancy rendering). | ||
+ | ==Linearity== | ||
+ | A plant always grows, mostly influenced by its environment. There' |