Saturday, April 6, 2013

Apr 6 Meeting

Venue: Google Hangout
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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