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research_report_groworld_dave [2010-02-03 15:03] 82.181.215.205research_report_groworld_dave [2010-02-03 15:05] 82.181.215.205
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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 the cellular approach out. The alternative is to have a grand plan at the start and only find out what the problems when it's too late to fix them in the best way. This also means when discussing the project with others often the answer to their questions is: "we tried that, and found this..." rather than, "we didn't have time to try that..."+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 to grow a plant a cell at time. The alternative is to have a rigid grand plan at the start and only find out what the problems when it's too late to fix them in the best way. This also means when discussing the project with others often the answer to their questions is: "we tried that, and found this..." rather than, "we didn't have time to try that..."
  
 On balance I am very pleased at what we have achieved, when discussing and showing groworld at talks at Futuresonic, Kitchen Budapest, Dorkbot London and OpenLab London there is a huge amount of interest in this area and a lot of excitement over what we have made. In conjunction with the wider groworld project the game prototypes represent very original ideas. On balance I am very pleased at what we have achieved, when discussing and showing groworld at talks at Futuresonic, Kitchen Budapest, Dorkbot London and OpenLab London there is a huge amount of interest in this area and a lot of excitement over what we have made. In conjunction with the wider groworld project the game prototypes represent very original ideas.
  • research_report_groworld_dave.txt
  • Last modified: 2010-02-22 14:41
  • by davegriffiths