Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
tale_of_vegetal_time [2008-11-29 23:00] 84.198.252.205tale_of_vegetal_time [2008-11-30 20:31] (current) – typo 84.198.252.205
Line 1: Line 1:
 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===
Line 9: Line 9:
 chaos. nature is chaotic. (chaos as a design tool) 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)    * 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) 
-from WikiPedia:Chaos+from [[wp>Chaos]]
   * Chaos features three main characteristics:   * 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 bottomless gulf where anything falls endlessly. This radically contrasts with the Earth that emerges from it to offer a stable ground.
Line 36: Line 36:
 uuh, need to think about how this would work more in-depth but 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. 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== ==Graphical Presentation==
Line 48: Line 50:
 http://bendiken.net/images/scripts/javascript/game-of-life.png http://bendiken.net/images/scripts/javascript/game-of-life.png
  
 +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's not much choice involved. Even when the player does not actively play, the plant will still continue to grow. So the impact of the player should be on making the plant more lush and more beautiful. Analogous with the way in which humans can tell whether a plant is "happy" or "healthy" by just looking at it (more and bigger leaves, more flowers, bright colours, etc).
  • tale_of_vegetal_time.1227999638.txt.gz
  • Last modified: 2008-11-29 23:00
  • by 84.198.252.205