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research_report_tot:start [2010-01-11 12:59] 94.225.45.31research_report_tot:start [2010-01-11 13:34] 94.225.45.31
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 == The vegetal mind == == The vegetal mind ==
 being a plant, vegetal mind, being inside a plant, inside the seed, guilds being a plant, vegetal mind, being inside a plant, inside the seed, guilds
 +A brainstorm discussion of the project lead to several ideas and inspirations.
 +One of the strongest ideas was the desire to create a game in which you feel like a plant, experience life as a plant and perhaps learn from the plant's existence ways of improving our lives as humans on this planet. There's two attractive aspects to "playing a plant": one is letting going of individualism (no longer thinking of yourself as a single unit separate from others) and the other is the idea of a sort of unconscious or subconscious life (dubbed "the vegetal mind" during the meeting, i.e. a state of life where everything you do is instinctive, where, in other words, you are fully connected with your environment).
  
 http://lib.fo.am/tale_of_the_vegetal_meeting_notes http://lib.fo.am/tale_of_the_vegetal_meeting_notes
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 http://lib.fo.am/tale_of_the_plant_dungeon http://lib.fo.am/tale_of_the_plant_dungeon
  
-== The hex game ==+== Casual games ==
  
-casual games+We realized that there is already one type of game that is capable of "reducing the player to a plant". It's the mindless casual game that is so popular with web savvy senior citizens. 
 +Perhaps we could come up with a match-three class mechanic, the outcome of which would produce a plant.
  
 http://lib.fo.am/tale_of_vegetal_time http://lib.fo.am/tale_of_vegetal_time
  
-hex+== The hex game == 
 +When thinking of simple software systems to grow roots in 2D, we stumbled on the hexagonal grid. Hexagons have been a staple for a certain type of strategy games, so it sort of felt right. 
 +We started prototyping a root growing game with hexagons. 
 +The abstract nature of the hexagon shape also connected well to our desire to make a hi-tech underground factory.
  
-hex dressed up+http://tale-of-tales.com/foam/growHex1.mov
  
-dave continues inside the roots+== Hex dressed up == 
 +The mindlessness of the early hex prototypes was extremely satisfying. But the lack of aesthetic connection to plants (apart from a vague abstract representation of root growth) felt uncomfortable. 
 +When Dave introduced us to a way in which textures on a hexagonal grid could be used to represent roots more naturalistically, we found a means to correct that problem. 
 + 
 +http://tale-of-tales.com/foam/growHex12.mov 
 + 
 +== Dave inside the roots in 3D == 
 +At some point, Dave started working on a 3D version of the root growing game. 
 +This became the most detailed gameplay prototype in this phase of the project 
 + 
 +== Tot above ground == 
 +While Dave was creating the gameplay underground, we decided to work on what would happen above ground as the result of this root growing activity. 
 +We felt that one of the important motivators in the social experience of the game, would be the plant avatars that each players would be growing. So we came up with a system to represent how these plants might look. And how a garden would look comprised of such plants. 
 + 
 +adding missing elements: avatars, garden
  
 no game no game
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 make a game for people? make a game for people?
- 
-adding missing elements: avatars, garden 
  
 ==== Context ==== ==== Context ====
  • research_report_tot.txt
  • Last modified: 2010-01-22 17:12
  • by nik