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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.
Very rough hand wavy stuff, feel free to poke in new directions.
[to be expanded]
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.
They will not force you to do anything, but express dissatisfaction if you refuse to listen to them.
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.
Plants in the game will grow according to simplified permaculture planting rules. Plants are also arranged into guilds, of mutually beneficial plants. Each plant has something it offers (a function) and each plant also has something it needs (a weakness). For example, an extremely simple plant guild could consist of:
Plant | Function | Weakness |
---|---|---|
Pea | N2 fixer | Pests |
Turnip | Repels pests | Susceptible to weather damage |
Apple tree | Provides shelter | Requires N2 |
In this way each plant benefits from proximity to the other, and forms a loop of dependancy. Not sure if this example is accurate - it's important that we use real examples.
Pea needs → Apple tree needs → Turnip needs → Pea
More plants may form more complex relationships, but we don't need much more complexity to get the point across. So, areas planted out of balance will be susceptible to the plant's weaknesses, eg an area dominated by peas:
P | P | T | P |
P | P | P | P |
P | T | P | P |
P | P | P | A |
Will be decimated by pests, while an area lacking shelter would become damaged by harsh weather eg:
T | A | T | P |
P | P | P | P |
P | T | T | T |
P | P | P | T |
A more suitable pattern would be to mix them up more thoroughly:
P | T | A | P |
A | P | T | A |
T | T | A | P |
P | A | A | T |
Regions: The world is separated into regions (temperate, arctic, arid, mountainous, tropical), as your guild's experience increases, you can explore further and grow plants in multiple regions. Regions will have corresponding weather conditions, and pests.
Players from different regions will be able to give us feedback on growing conditions and ideas for new plants.
The growing season will be sped up into a week.
Perhaps these need to be shifted around to suit the average working week! Growing conditions will vary in time as well as space - affected by weather.
Needs much more thought, and a look at the boiskoi app, but some thoughts: