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Most game projects only attempt one or two new things on top of existing well used and understood game mechanics. We could not get away with such a strategy here, as it became clear that we needed to invent a whole new set of mechanics and problems relating to plants in order to achieve the feeling of being the plant, not just managing one. This seemed central to the idea of the groworld project. | Most game projects only attempt one or two new things on top of existing well used and understood game mechanics. We could not get away with such a strategy here, as it became clear that we needed to invent a whole new set of mechanics and problems relating to plants in order to achieve the feeling of being the plant, not just managing one. This seemed central to the idea of the groworld project. | ||
- | I certainly feel like we approached the project in the right way. I fell into a process of prototyping each next biggest problem that I faced. Sometimes these were technical, e.g. networking, at other times gameplay problems e.g. trying | + | I certainly feel like we approached the project in the right way. I fell into a process of prototyping each next biggest problem that I faced. Sometimes these were technical, e.g. networking, at other times gameplay problems e.g. trying |
On balance I am very pleased at what we have achieved, when discussing and showing groworld at talks at Futuresonic, | On balance I am very pleased at what we have achieved, when discussing and showing groworld at talks at Futuresonic, |