On Wed, 2010-07-21 at 12:26 +0200, david blanchard wrote: > On this subject, an interesting first step would be to have a closer > look at existing games that are a good inspiration for what we'll do > for the first step of AI.
Yup - should help to narrow down the essential elements we need for the gameplay here. > So what I did is try to describe the macro gameplay of Farmville, > http://community.hackit.cx/wiki/Farmville_Gameplay > I'd be interested to know what you think of the structure of the page. > If it is clear, we can use the same structure for the AI gameplay > page. Overall, it looks good! The drawings, especially, help to make it clear. I feel it's missing some details though, especially regarding the player motivation. You have the macro loop (the overall goal of the game) and the micro loop (achievement within one day), but what about the mid-level loop (what makes you come back several days in a row to achieve a goal) ? It would also be good to systematically write, for each level, what's the goal, the challenge and the reward - some of the info is in the graph or spread out, but it would help to make things more clear. Two other sections that are missing and could be interesting: the learning curve (how quickly you learn and get introduced to new features), the pace (the number and variety of actions you perform during a session) and the objects (to get a feel of the variety you get for each type of object). Xavier. _______________________________________________ Hackit Bar mailing list - [email protected] Wiki: http://community.hackit.cx/ List: http://community.hackit.cx/ml/ Forum: http://community.hackit.cx/forum/ Ideas: http://community.hackit.cx/ideas/ IRC: irc://irc.freenode.net/#politis
