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
Last revisionBoth sides next revision
redleaf_game_design [2010-06-04 07:29] davegriffithsredleaf_game_design [2010-06-17 08:04] davegriffiths
Line 1: Line 1:
-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.
Line 61: Line 63:
 ======Permaculture system====== ======Permaculture system======
  
-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. 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                      ^
Line 68: Line 70:
 | 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
Line 116: Line 118:
   * 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
  • by 62.78.174.123