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| tale_of_vegetal_time [2008-11-29 22:52] – 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=== | ||
| 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' | * Chaotic systems are systems that look random but aren' | ||
| - | 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 20: | Line 20: | ||
| * (is it a sound?) | * (is it a sound?) | ||
| - | = Game Genre = | + | ==Game Genre== |
| All this time we've been thinking about RPG's because of the terminology of guilds and classes. BUT | 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 " | The Ultimate Expression of Brainless Gameplay is the " | ||
| Line 27: | Line 27: | ||
| http:// | http:// | ||
| - | = Dealing with time = | + | ==Dealing with time== |
| Use seasons as tools | Use seasons as tools | ||
| All seasons exist at the same time | All seasons exist at the same time | ||
| Line 37: | Line 37: | ||
| 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. | ||
| - | = Graphical Presentation = | + | 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) | probably 2d will be more flexible (but let's keep our options open) | ||
| anyway, 2d -like: | anyway, 2d -like: | ||
| somewhere between | somewhere between | ||
| Puzzle Quest | Puzzle Quest | ||
| - | http:// | + | <img src=http:// |
| and an ornate mosaic tile | and an ornate mosaic tile | ||
| http:// | http:// | ||
| Line 48: | Line 50: | ||
| http:// | 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' | ||