Time: 7:30 PM
Attendees: Dan Newman, Justin Patterson
Discussion Points:
- Adding "gray area" to the gameplay
- Shaman/Warrior dynamic is very binary, and its implementation and implications are unclear
- Perhaps focusing more on puzzles that have societal implications
- Puzzle Mechanics:
- Transmission of ideas (symbols)
- Exchanging ideas between warring factions to find common ground?
- Etc. just spitballing
- Physical nature of cave
- More narrative dynamic
- Perhaps have the pause/zoom-out be pangea, each continent a different tribe
- Each level is interaction with a tribe, these tribes could have relationships with one another (pos/neg/neutral)
- Perhaps a central monument that is either awesome looking or falling apart based on how well you unify everyone
- Did super predator hurt all of these tribes in some way?
- Perhaps there is a painter/painting dynamic
- The painter can destroy/create things in the world
- each painted object has a color that represents a culture or a tribe
- erasing one of those things weakens the tribe and thus takes their image away from pangea over time
- Light is still our most powerful narrative and visual symbol
- Maybe walking in a straight line, illuminating parts of the story (there are two stories, your seeing parts of both stories)
- What if this is 3D, the character is a caveman with a torch
- You can light certain beacons that initiate animation on the walls next to them
- Or, you can simply view stills of those paintings if you don't light their beacon (getting less of the story)
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