Pastel Community Game project and discussion

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Ancient Crystal
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Re: Pastel Community Game project and discussion

Post by Ancient Crystal »

And me, well, now that I'm back from my three weeks in Germany with only an iPad, I'm back to having a near-unhealthy amount of ways to spend my time.

Perhaps we should do some structuring, just to keep the discussion going? Perhaps create some actual departments of development? Not that I don't think most of us would end up in most of them anyway, but still.
Meet the new boss, same as the old boss, if the old boss had been an octahedron, which they weren't.
Boingo
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Re: Pastel Community Game project and discussion

Post by Boingo »

In our state of stalemate and general disagreement, it's a tad difficult :)
Check this out though: http://jayisgames.com/archives/2013/08/bnkr.php
The Abacus
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Re: Pastel Community Game project and discussion

Post by The Abacus »

Balance is imperative; without it, total collapse and destruction is imminent.
Boingo
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Re: Pastel Community Game project and discussion

Post by Boingo »

*facepalm*
I wasn't commenting on how 'great' the artwork may have been, but whether the final artwork may look something like that...or not.
The Abacus
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Re: Pastel Community Game project and discussion

Post by The Abacus »

sorry, I misunderstood...

@artwork: maybe, we'll see

First, however, we need a solid plot and a detailed plan
Balance is imperative; without it, total collapse and destruction is imminent.
Boingo
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Re: Pastel Community Game project and discussion

Post by Boingo »

(I put that there before i would forget about it :) )

I'm a bit stuck for variation on g), so what if I gave multiple variations, each one getting slightly more off-track from the 'visualised' g) (but still following the original conception)?

And regarding the motive for escape, and the escape...it seems to be again a stalemate between AC and I.
Hurmmm.

I envy mateusz ;)
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Ancient Crystal
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Re: Pastel Community Game project and discussion

Post by Ancient Crystal »

Okay, what I could come up with was

The Department of fiction- Responsible for backstory and plot
The Department of gameplay- Puzzles, exposition, in-game structural layout
The Department of graphicals- Creation of the necessary imagery
The Department of code- builds the actual game and puts together the motion imagery.
The Department of wittiness- Makes sure the shout outs, brick jokes, subtle Pf references and hidden jokes are all there and in the right places.

Did I forget something?
Meet the new boss, same as the old boss, if the old boss had been an octahedron, which they weren't.
The Abacus
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Re: Pastel Community Game project and discussion

Post by The Abacus »

Ancient Crystal wrote:The Department of fiction- Responsible for back-story and plot
Let's just hope that it's not the Fictional Department.
Ancient Crystal wrote:Did I forget something?
No, but we may consider splitting the department of game-play into two: department of initial game design and department of user interaction/puzzles.
Balance is imperative; without it, total collapse and destruction is imminent.
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Ancient Crystal
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Re: Pastel Community Game project and discussion

Post by Ancient Crystal »

What do you mean by design? Graphical or conceptual?
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Re: Pastel Community Game project and discussion

Post by Boingo »

May I point out that we only have five active workers?
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