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- | The basic shapes of these plants were based on drawings by Lina and Theun. | + | The shapes of these plants were inspired by drawings by Lina and Theun. |
- | The concept of our garden was that each player was represent as a basic shape that grew out of the ground surface and was made from the same material (we were imagining white ceramic for the prototype). So plants and world are one. This basic shape would grow according to algorithm | + | The concept of our garden was that each player was represented by a basic shape that grew out of the ground surface and was made from the same material (we were imagining white ceramic for the prototype). So plants and world are one. This basic shape would grow according to algorithms |
- | Next to the basic element that is specific to the species, every plant would be able to grow attachments based on nutrients found by the roots in the soils. This are like leaves and flowers, except that every plant is capable of growing every type of attachment. So the attachments are not species-specific (but they could be location or time specific). | + | Next to the basic element that is specific to the species, every plant would be able to grow attachments based on nutrients found by the roots in the soil. These are like leaves and flowers, except that every plant is capable of growing every type of attachment. So the attachments are not species-specific (but they could be location or time specific). This kind of growth is faster (seasons). |
When below ground, the player would be playing from his plant' | When below ground, the player would be playing from his plant' | ||
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== Not the kitchen sink == | == Not the kitchen sink == | ||
When producing games, trying to implement all ideas is a recipe for failure. | When producing games, trying to implement all ideas is a recipe for failure. | ||
- | It's important to make choices and to have a reductionist approach to game design and features. Choose one idea and make a game with it. Not necessarily because the others are bad but because you need focus in order to finish something. | + | It's important to make choices and to have a reductionist approach to game design and features. Choose one idea and make a game with it. Not necessarily because the others are bad but because you need focus in order to finish something. |
== What we would keep and throw out == | == What we would keep and throw out == |