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tale_of_the_plant_dungeon [2008-12-17 12:26] michaelsamyntale_of_the_plant_dungeon [2008-12-17 15:57] (current) 81.188.78.24
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 The entire garden could exist in a pseudo-parallax pseudo-2D landscape that you can travel into (but where rotation of the view is not possible -so you always only see the front of the plant). 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 that you can travel into (but where rotation of the view is not possible -so you always only see the front of the plant). 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.
  
-I like the idea of being inside of a plant and being unaware of the outside world except for the things that you "touch".+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 (perhaps this defines how they differ from each other and how some are good at carving out leaves, while others do roots much better). Giving the minions a sort of "mind of their own" also increases the potential for sympathy of the player for these creatures. 
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 +//I like the idea of being inside of a plant and being unaware of the outside world except for the things that you "touch".
 I also find the idea of carving a plant out of the air very poetic. As if the plant has always been there. I also find the idea of carving a plant out of the air very poetic. As if the plant has always been there.
 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.
 +I also like the 'pataphysical aspect of this (pseudo-)theory of how plants grow.//
 +
 +----
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 +//Reminds me of Dungeon Keeper by Bullfrog - http://en.wikipedia.org/wiki/Dungeon_Keeper
 +Parts of the plant dungeon could also map onto actual plant functions, in terms of the leaves
 +(photosynthesis), roots (getting nutrients and water), stem (support for leaves), flowers (reproduction for new plants). So perhaps to get enough flowers to reproduce, you need to produce 'fuel' from the leaf sections of the dungeon, etc. -- Adrian //
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-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. 
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  • Last modified: 2008-12-17 12:26
  • by michaelsamyn