This is an old revision of the document!


just some notes. (i'll figure out yr wiki syntax and fix this. :p)

The Goal
  • to make the player feel like a plant

tools to the goal

  • simulation of slow time scales
  • * the real challenge is to make it interesting and engaging to have stillness
  • chaos. nature is chaotic. (chaos as a design tool)
  • * Chaotic systems are systems that look random but aren't. They are actually deterministic systems (predictable if you have enough information) governed by physical laws, that are very difficult to predict accurately (a commonly used example is weather forecasting) WikiPedia:Chaos
  • 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, where anything falls in every direction. it is a space that separates, that divides: after the Earth and the Sky parted, Chaos remains between both of them * the wind * the feel of the sun * the water flowing through your veins (is it a sound?)
  • tale_of_vegetal_time.1227993153.txt.gz
  • Last modified: 2008-11-29 21:12
  • by 84.198.252.205