Add further ideas and reflections on the revealed theme

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Kienan Stewart 2022-04-01 21:54:22 -04:00
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# LD50 Theme
Delay the inevitable
opposing forces are overwhelming:
* advancing army, eg. FTL, space invaders, missile defense
* chess-like where the opponent keeps getting new pieces
* extinction is inevitable eg. human consumption and ecological destruction
time is running out:
* push against the impossible: keep the sun from rising or setting, pour fuel into the sun to
stop it from burning out, ...
* the school day is going to end, but you WANT class to go on forever!
* the work day is going to end but you have a deadline...
* family dinner time is coming, but you just need "one more minute" with your game
a stat is running out:
* tamagotchi with a medical condition: keep managing, while trying to achieve some other goal.
* poisoned, growing weaker
* going insane, surrounded by monsters through a strange land. it's not a question of if, but when.
a physical resource is running out:
* the land cannot produce enough crops
* mineral shortage causing...
an event
* running a race (like a marathon), and your stamina is running out. keep going as far as you can
* refreshments every X... balancing speed by stamina drain
the difficulty ramps up until it's physically impossible
* eg. tetris
the delay could be undefined, or a temporary reprieve. thus the hero could "succeed", but as the
story is told it is only to hold back the end for a brief moment.
## rough thoughts
The difference between delaying the inevitable and surviving is that in delaying, you can only ever
lose.
I like the chess-like since it gives a clear base line: the game already exists and I don't have to invent arbitrary mechanics, and the resources for the base game are clear. It might be difficult
to make an opponent that makes meaningful moves. There are a lot of possible modifiers.
* ranking up your pieces (move increases, mutatation into difference pieces, abilities)
* the enemy pieces can get new abilities
* new types of pieces can be added
* the game could be played on a slightly different size of board
* the 'score' is how many turns you've survived
In a similar vein, the race running idea seems to be clear and doable. I feel doubtful that I
can do something to make the gameplay of running interesting. It could be something like trying
to keep as steady of a cadence as possible hitting two keys (eg. L, R, L, R). A lot of runner
games have you just "run" on their own and you can slightly slow down or speed up by moving "up
and down" on the screen. I don't want to do that. The score here again is quite clear: distance
travelled before you run out of stamina.
I like the ideas of the the ill tamagotchi and pushing against something truly inevitable,
like the sun rising. What is less clear to me is what I would actually want to the "game" to be
in these cases.
In the case of the ill tamagotchi, as time passes or health worsens more conditions could be piled
on. This may add tasks, sort of like the new things you always have to do in Cook, Serve, Delicious;
wherein interruptions for bathrooms, cleaning, garbage all happen regularly. It could be quick-time
type events where you need to do inputs; or you have to get to a certain (place? person?).
The idea of making class go on longer could be amusing, in a hermione granger sense. Maybe there's
all sorts of tricks to be played. I think the gameplay of something like would be more text/VN
choice game.
Overall, I'm leaning towards the chess-like game at the moment.
# LD50 Ideas
## Delay the inevitable
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* advancing army: eg., FTL
* chess where the opponent keeps getting new pieces
* space invaders
* tomogotchi with a medical condition: keep managing it. while trying to acheive some other goal?
* tamagotchi with a medical condition: keep managing it. while trying to acheive some other goal?
## Fragile