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tale_of_the_plant_dungeon [2008-12-17 12:05] 84.198.252.205tale_of_the_plant_dungeon [2008-12-17 12:24] michaelsamyn
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 Examples: Examples:
 +
 {{http://www.filebuzz.com/software_screenshot/full/7808-TombClimbe.jpg?200}} {{http://www.filebuzz.com/software_screenshot/full/7808-TombClimbe.jpg?200}}
 {{http://bit-blot.com/images/blog/aqmacprev0006.png?200}} {{http://bit-blot.com/images/blog/aqmacprev0006.png?200}}
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 These sorts of games can also look very nice when rendered in 3D: These sorts of games can also look very nice when rendered in 3D:
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 {{http://quiksave.net/wp-content/uploads/2008/05/emag_lostwinds_041508_5_47695.jpg?200}} {{http://quiksave.net/wp-content/uploads/2008/05/emag_lostwinds_041508_5_47695.jpg?200}}
 {{http://xbox360media.ign.com/xbox360/image/article/788/788021/prince-of-persia-scales-the-walls-of-xbla-20070513051144765.jpg?200}} {{http://xbox360media.ign.com/xbox360/image/article/788/788021/prince-of-persia-scales-the-walls-of-xbla-20070513051144765.jpg?200}}
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 But instead of making your way through an existing maze by overcoming obstacles, you would create the maze yourself. But instead of making your way through an existing maze by overcoming obstacles, you would create the maze yourself.
  
-The idea is that you are inside of the plant. You start inside of a seed. And when you carve tunnels down, you're actually creating roots. When you're carving upwards, your creating stems and branches. On this level of the game, you cannot see the world around you. You can only see the inside of the plant. As you dig/carve deeper/further, you discover resources in the floor/air. These can help you develop flowers and leaves, e.g. Perhaps you find dynamite and the explosion blows you a flower?+The idea is that you are inside of the plant. You start inside of a seed. And when you carve tunnels down, you're actually creating roots. When you're carving upwards, your creating stems and branches. On this level of the game, you cannot see the world around you. You can only see the inside of the plant. As you dig/carve deeper/further, you discover resources in the ground/air. These can help you develop flowers and leaves, e.g. Perhaps you find explosives and the detonation blows you a flower? 
 + 
 +To add to the being-a-plant feeling, you would not control a single avatar but there would be a bunch of "minions" at your disposal. You order them where to work and they do the work for you. You start of with a small number of minions, but you can create more as you continue to play (possibly with resources that you find). There could be different types of minions. Some are better at certain tasks than others. 
 + 
 +Examples of minions in games: 
 + 
 +{{http://upload.wikimedia.org/wikipedia/en/f/f1/Pikmin_2_Screenshot_OF.jpg?200}} 
 +{{http://www.co-optimus.com/images/upload/image/world-of-goo.jpg?200}} 
 +{{http://rampantgames.com/images/gamescreens/vvscreen1.jpg?200}}
  
-To add to the being-a-plant feeling, you would not control a single avatar but there would be a bunch of "minions" at your disposal. You order them where to work and they do the work for you. You start of with a small number of minions, but you can create more as you continue to play (possibly with resources that you find). If you are not paying attention to the game, the minions keep working, but not as diligently as when you are looking. When you stay away too long they get lazy. Perhaps they ultimately die. +If you are not paying attention to the game, the minions keep working, but not as diligently as when you are looking. When you stay away too long they get lazy. Perhaps they ultimately die. 
-To strengthen the bond between the player and these minions, perhaps we could say that they will only be happy when they work. Perhaps the need to carve for nourishment. And they only work when you tell them to.+To strengthen the bond between the player and these minions, perhaps we could say that they will only be happy when they work. Perhaps they need to carve for nourishment. And they only work when you tell them to. This would create a sense of responsibility in the player (not unlike the responsibility for a house plant).
  
 The entire garden could exist in a pseudo-parallax pseudo-2D landscape where travel with only panning and no rotation. This offers you the ability to select a plant and zoom in on it. When you do, you get a 2D view of the "inside" of the plant, where the minions are hard (or not so hard...) at work. If this is your plant, you can help the minions and grow the plant. The entire garden could exist in a pseudo-parallax pseudo-2D landscape where travel with only panning and no rotation. This offers you the ability to select a plant and zoom in on it. When you do, you get a 2D view of the "inside" of the plant, where the minions are hard (or not so hard...) at work. If this is your plant, you can help the minions and grow the plant.
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 Controlling the minions seems like a good way of dealing with a less individualistic mindset. And perhaps the minions resemble the cells that make real-world plants grow. Controlling the minions seems like a good way of dealing with a less individualistic mindset. And perhaps the minions resemble the cells that make real-world plants grow.
  
 +It would be nice if the shape of the "dungeon" that you carve out corresponds with the shape of the plant on the outside. This probably means that there cannot be total freedom of where the player can make tunnels (as there is a certain pattern to the form of plants, and a different one for each species). This could be explained in the narrative by the minions preferring to eat certain types of dirt over others. Giving the minions a sort of "mind of their own" also increase the potential for sympathy of the player for these creatures.
  • tale_of_the_plant_dungeon.txt
  • Last modified: 2008-12-17 15:57
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