Meeting Jan 21, 2013
Attended by Full Team
- Game Structure
- Players - 1 Player vs. AI
- Objectives - Reach the campsite at the base of the cave with the stick of fire.
- Procedures -
- Player encounters "Unknowns": shadowy entities whose intentions are unclear.
- Select one option among [Illuminate] or [Spear]
- Illuminate reveals what the entity is
- Tribesman - can be useful as an asset, they have resources like spears and can help during platforming sequences
- Predator - dangerous beasts that can be killed and harvested for meat or avoided using bait
- Game - Killed for meat, less dangerous
- Spear will automatically destroy it
- Once revealed, player can make [offering of meat], [use spear], or other options as the game progresses
- Player traverses platforming sequences that compose of the cave's structural makeup, e.g., they jump across stalagmites.
- Rules
- The more damage done to one species, the more aggressive and numerous they become
- Each room has a roulette-style chance for what unknowns are
- The player's behavior influences the design of the agonist
- Resources
- Spears, Meat, Flame
- Gameplay Mechanic Visualization
- World System
- Player Activities
- Rewards/Meters
- Why is this subjective?
- Cave Tale dynamically reacts to user actions in a way that not only affects the gameplay but the narrative structure.
- The choices players make directly influences the outcome of the game; as the light expands so does the agonist's understanding of the world the player leads it through.