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Re: Pastel Community Game project and discussion

Posted: 10 Nov 2013 20:03
by Ancient Crystal
Which would be?

Re: Pastel Community Game project and discussion

Posted: 10 Nov 2013 21:00
by Babylon
Story boards, puzzles, characters, areas, and ideas?

Re: Pastel Community Game project and discussion

Posted: 11 Nov 2013 04:02
by Boingo
Before the storyboards, we need a detailed description of main events.
Storyboard is for filling in bits, adding puzzle stages and plot bits.
(You've seen the example on the wiki?)

Is this similar to an avatar-like transition of the mind?
And if we disconnect from our body permanently (i'm not sure whether this is what you said or not...) we come to that 'meeting humanity' problem again.

Re: Pastel Community Game project and discussion

Posted: 11 Nov 2013 07:57
by Ancient Crystal
I'm in something of a hurry at the moment, but may I just remark that I don't quite see if it's a problem.... I'd say it's high-quality plot fuel, or just a perfect thing to leave hanging. And yes, it roughly Avatar-like

Re: Pastel Community Game project and discussion

Posted: 13 Nov 2013 00:51
by Ancient Crystal
Come to think of it, it's better as something to leave hanging. As in, the player leaves the facility, set's a course towards the non-Antarctic mainland and thinks, oh well, now I'll just have to convince humanity of all of this.... And make sure I'm not locked up and picked apart by fantastic racists.

Re: Pastel Community Game project and discussion

Posted: 15 Nov 2013 04:01
by Boingo
Yeah, I am being a bit of a pain, but...

-The final escape scene should not show the environment, for extrapolation's sake.
-I realise this might be a pointless argument but what if the prevention for escape was a mental block, such as the mental capability of the player's brain? They have the brainpower to hold all that data, but cannot run so many things at the same time (like cores) and needs to dump this data somewhere...?

Re: Pastel Community Game project and discussion

Posted: 17 Nov 2013 10:49
by Ancient Crystal
-Eh, what exactly do you mean by "for extrapolations sake"?
-Again, more technobabble, not needed.

Re: Pastel Community Game project and discussion

Posted: 17 Nov 2013 14:16
by The Abacus
Are you sure we even need to technobabble anything? Most games don't have explicit scientific explanations to how things occurred. e.g. Daymare Town, Submachine, Covert Front, Deep Sleep, The Last Door, Escape from 26, and many others...

I think that we can choose to keep the details vague if we so desire.

Re: Pastel Community Game project and discussion

Posted: 17 Nov 2013 15:32
by Ancient Crystal
While it's true backstories and such need much less detail and coherence, gameplay still does. For the game to require you to have a key, there must be a door that needs unlocking. For you to be unable to get out, there must be something in the way. If this thing is not material in nature, it must be explained or implied. And if it is to be explained or implied, the explanation must not leave players thinking "Why the hell don't they just try that X simple thing that could solve all of this?".

Re: Pastel Community Game project and discussion

Posted: 18 Nov 2013 08:47
by Boingo
Extrapolation, an inference about the future, a fact that hitherto the revelation must stay unknown until its cause is found.
In short, we don't show the environment, just the escape vehicle going out of the bay and into the tunnel because if we showed where the base was, it may limit our future decisions.

Yeah, something's can be technobabbled. Some can stay vague, for sake of extrapolation again. Others need to be explained. "I can't get out because whenever I try I get zapped by some invisible thingy and what do I do?" Doesn't work.