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tale_of_vegetal_time [2008-11-29 23:07] – added linearity & seasonal benefits 84.198.252.205tale_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===
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 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.
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 ==Linearity== ==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 "healhy" by just looking at it (more and bigger leaves, more flowers, bright colours, etc).+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).
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