Monday, January 28, 2013

Cave Tale Paper Prototype

Cave Tale Paper Prototype
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. 

Friday, January 18, 2013

Jan 18 Meeting

January 18 Meeting Minutes

Objective

Discuss paper prototypes. Decide on general subjective game to design for and draft before Monday meeting.

Attendees

  • Dan
  • Justin

Discussion

  • Dan's Design
    • Unknown encounters, illuminate or attack?
      • Random chance of being a deer, tribesman, predator, superpredator(!!)
      • Doing attacks versus illumination influences game
      • Tribesmen give you symbols for future powers? 
        • Maybe they give wildcards that are used in a deck of powers
  • Justin's Design
    • Player is the painter; trying to lead the caveman to the end of the cave. 
    • Player controls movement and jumping of the caveman painting as well as the brush stroke of the painter
    • Caveman painting has no offense, but the painter can slash out animals and plants
    • Damaging trees vs. damaging animals
      • The more damage to trees, the more difficult the nature obstacles
      • The more damage to animals, the more fierce they become 
      • Depending on who painter damages more, the look of the caveman changes to match
    • If caveman painting takes damage, his light fades and makes progression more difficult

Requirements for Next Meeting