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. 

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