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redleaf_game_design [2010-06-02 13:33] davegriffithsredleaf_game_design [2010-06-17 08:04] davegriffiths
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-This is an initial game design for 'redleaf' - a permaculture game for social networking platforms. Needs a new name, based on the [[red leaf]] ideas, but directed in a slightly less confrontational direction.+======Germination X====== 
 + 
 +This is an initial game design for Germination X - a permaculture game for social networking platforms. Based on the [[red leaf]] ideas, but directed in a slightly less confrontational direction.
  
 Very rough hand wavy stuff, feel free to poke in new directions. Very rough hand wavy stuff, feel free to poke in new directions.
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   - When you harvest plants, you have to choose who to give it to. They will have to be a friend, but not necessarily a member of your guild, or even someone currently playing the game - this would act as an invitation.   - When you harvest plants, you have to choose who to give it to. They will have to be a friend, but not necessarily a member of your guild, or even someone currently playing the game - this would act as an invitation.
   - If you run out of energy you die. This is seen as a noble act of replenishing the garden with your composing matter. You can respawn, but at a cost to your guild's experience.   - If you run out of energy you die. This is seen as a noble act of replenishing the garden with your composing matter. You can respawn, but at a cost to your guild's experience.
 +
 +//Notes: To run out of energy while harvesting for other people could be annoying - perhaps a less extreme form of this could be to keep the required donation to other players, but also take a small power up yourself. Needs testing in game.//
  
 ======Pattern of play====== ======Pattern of play======
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 ======Permaculture companion====== ======Permaculture companion======
  
-You will be aided in your planting by a companion who can help point out good areas to plant your seeds in, and explain why, based on the permaculture system below. +You will be aided in your planting by a companion who can help point out good areas to plant your seeds in, and explain why, based on the permaculture system below. The role of the companion will be to explain permaculture through the game
  
-They will not force you to do anythingbut express dissatisfaction if you refuse to listen to them.+It would be interesting to use a social network platform for experimentation and collecting feedback from the public. Players might be able to choose from a selection of companion typesor have them randomly assigned.
  
 The relationship of the player with the companion should be a focus for testing. The companion could follow the model of the companion character Yorda in the Ico game, slower and needing attention from the player in some way. This way the companion will require a little investment of time - even if it's just waiting for it to catch up. I'd like to explore whether this actually increases feelings of attachment - especially if it's use to you and knowledge are not clear to begin with and are gradually revealed. The relationship of the player with the companion should be a focus for testing. The companion could follow the model of the companion character Yorda in the Ico game, slower and needing attention from the player in some way. This way the companion will require a little investment of time - even if it's just waiting for it to catch up. I'd like to explore whether this actually increases feelings of attachment - especially if it's use to you and knowledge are not clear to begin with and are gradually revealed.
 +
 +Possible companion forms:
 +  * An insect.
 +  * A wise old man/woman.
 +  * A plant - could everything in the game be depicted in a vegetal form?
 +  * Control - no companion, but the same information dispensed in "tool tip" like form.
  
 ======Permaculture system====== ======Permaculture system======
  
-Plants in the game will grow according to simplified permaculture planting rules. As well as players, plants are also arranged into guilds, of mutually beneficial plants. Each plant has something it offers (a function) and also something it needs (a weakness). For example, an extremely simple plant guild could consist of:+Plants in the game will grow according to simplified [[permaculture]] and [[companion planting]] rules. As well as players, plants are also arranged into guilds, of mutually beneficial plants. The companion will teach you which plants are suitable for planting together and why - this will be based on real life examples. In [[companion planting]], each plant has something it offers (a function) and also something it needs (a weakness). For example, an extremely simple plant guild could consist of:
  
 ^ Plant      ^  Function         ^ Weakness                      ^ ^ Plant      ^  Function         ^ Weakness                      ^
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 | Apple tree | Provides shelter  | Requires N2                   | | Apple tree | Provides shelter  | Requires N2                   |
  
-In this way each plant benefits from close proximity to the other, and forms a loop of dependency. Not sure if this particular example is accurate - it's important that we use real examples.+In this way each plant benefits from close proximity to the other, and forms a loop of dependency. Not sure if this particular example is accurate - it'very important that we use real examples.
  
 Pea needs -> Apple tree needs -> Turnip needs -> Pea Pea needs -> Apple tree needs -> Turnip needs -> Pea
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 ======Boskoi connection====== ======Boskoi connection======
  
-Needs much more thought, and a closer look at project from my point of view, but some ideas:+Needs much more thought, and a closer look at the project from my point of view, but some ideas:
  
   * Plants discovered during foraging expeditions result in additional seeds being made available to your gardener guild.   * Plants discovered during foraging expeditions result in additional seeds being made available to your gardener guild.
   * Plants foraged in boskoi replenish your energy in the game.   * Plants foraged in boskoi replenish your energy in the game.
   * As your guild improves, so boskoi unlocks secret plants in your city.   * As your guild improves, so boskoi unlocks secret plants in your city.
 +
 +======Road Map======
 +
 +  * Flash/HTML5 clientside isometric graphics engine [done]
 +  * Large world navigation mechanic [done] [[http://www.pawfal.org/dave/live/wilderness/2/]]
 +  * Persistent server process storing plant/world information [in progress]
 +  * Integration with facebook
 +  * User model
 +  * Permaculture rule system running on the server
 +  * Data driven plant descriptions/sprites with permaculture roles/needs - also recipes for each!
 +
 +Alpha testing: Seeing if the permaculture rules work for a simple system. Time now to iterate this until it's satisfactory. From this point on plants can be added in parallel to the development.
 +
 +  * Player guilds
 +  * Player energy system
 +  * First pass companion 
 +  * First pass boskoi/phone app integration
 +
 +Beta testing: Concentrating on the companion and player/guild dynamics.
 +
 +  * Visualisation of pestilence and weather
 +  * More companion types
 +  * Seasons
 +  * Adding more regions
  
  • redleaf_game_design.txt
  • Last modified: 2010-07-16 11:07
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