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tale_of_vegetal_time [2008-11-29 23:00] 84.198.252.205tale_of_vegetal_time [2008-11-29 23:07] – added linearity & seasonal benefits 84.198.252.205
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 uuh, need to think about how this would work more in-depth but uuh, need to think about how this would work more in-depth but
 suffice to say that one can see the same garden shifting through any time of year. suffice to say that one can see the same garden shifting through any time of year.
 +
 +We can define a benefit to each season and the player could decide when to use that benefit. Depending on how well he or she prepared, the benefit will pay off more or less.
  
 ==Graphical Presentation== ==Graphical Presentation==
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 http://bendiken.net/images/scripts/javascript/game-of-life.png http://bendiken.net/images/scripts/javascript/game-of-life.png
  
 +The interactive part should probably be 2D but we really should have a 3D representation. The design of the Nintendo DS comes to mind (lower screen for systematic input, upper screen for fancy rendering).
  
 +==Linearity== 
 +A plant always grows, mostly influenced by its environment. There's not much choice involved. Even when the player does not actively play, the plant will still continue to grow. So the impact of the player should be on making the plant more lush and more beautiful. Analogous with the way in which humans can tell whether a plant is "happy" or "healhy" by just looking at it (more and bigger leaves, more flowers, bright colours, etc).
  • tale_of_vegetal_time.txt
  • Last modified: 2008-11-30 20:31
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