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	<title>Spielebaustelle.wordpress.com</title>
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		<title>Growth shrink gameplay sketches</title>
		<link>http://spielebaustelle.wordpress.com/2012/02/24/growth-shrink-gameplay-sketches/</link>
		<comments>http://spielebaustelle.wordpress.com/2012/02/24/growth-shrink-gameplay-sketches/#comments</comments>
		<pubDate>Fri, 24 Feb 2012 08:44:39 +0000</pubDate>
		<dc:creator>Alban Voss</dc:creator>
				<category><![CDATA[Brainstorming]]></category>
		<category><![CDATA[Caravan]]></category>
		<category><![CDATA[conceptart]]></category>
		<category><![CDATA[Gamedesign]]></category>

		<guid isPermaLink="false">http://spielebaustelle.wordpress.com/?p=1818</guid>
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		<title>Caravan: some size-puzzle scribbles</title>
		<link>http://spielebaustelle.wordpress.com/2012/02/23/caravan-some-size-puzzle-scribbles/</link>
		<comments>http://spielebaustelle.wordpress.com/2012/02/23/caravan-some-size-puzzle-scribbles/#comments</comments>
		<pubDate>Thu, 23 Feb 2012 11:16:05 +0000</pubDate>
		<dc:creator>spielebaustelle</dc:creator>
				<category><![CDATA[Caravan]]></category>
		<category><![CDATA[Gamedesign]]></category>

		<guid isPermaLink="false">http://spielebaustelle.wordpress.com/?p=1805</guid>
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		<title>the end</title>
		<link>http://spielebaustelle.wordpress.com/2012/02/22/the-end-2/</link>
		<comments>http://spielebaustelle.wordpress.com/2012/02/22/the-end-2/#comments</comments>
		<pubDate>Wed, 22 Feb 2012 11:13:35 +0000</pubDate>
		<dc:creator>spielebaustelle</dc:creator>
				<category><![CDATA[Caravan]]></category>
		<category><![CDATA[Gamedesign]]></category>

		<guid isPermaLink="false">http://spielebaustelle.wordpress.com/?p=1802</guid>
		<description><![CDATA[what happens at the end? ideas: On god in each direction. If you reach on of them, they will grant you a huge power, like growing plants wherever you walk. If you reach all four gods in all directions you &#8230; <a href="http://spielebaustelle.wordpress.com/2012/02/22/the-end-2/">Weiterlesen <span class="meta-nav">&#8594;</span></a><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=spielebaustelle.wordpress.com&amp;blog=16613932&amp;post=1802&amp;subd=spielebaustelle&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>what happens at the end? ideas:</p>
<ul>
<li>On god in each direction. If you reach on of them, they will grant you a huge power, like growing plants wherever you walk.</li>
<li>If you reach all four gods in all directions you get the &#8220;complete&#8221; achievement and get 15% off our next title.</li>
</ul>
<p>&nbsp;</p>
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		<title>Caravan: meaningful achievement system</title>
		<link>http://spielebaustelle.wordpress.com/2012/02/21/caravan-meaningful-achievement-system/</link>
		<comments>http://spielebaustelle.wordpress.com/2012/02/21/caravan-meaningful-achievement-system/#comments</comments>
		<pubDate>Tue, 21 Feb 2012 10:27:16 +0000</pubDate>
		<dc:creator>spielebaustelle</dc:creator>
				<category><![CDATA[Caravan]]></category>
		<category><![CDATA[Gamedesign]]></category>

		<guid isPermaLink="false">http://spielebaustelle.wordpress.com/?p=1792</guid>
		<description><![CDATA[Today we thought about adding an achievement system to caravan. But wait, not the achievement system everyone else uses. So whats the same? We also use funny achievements to grade the player progress. (obviously) But the difference is, that we &#8230; <a href="http://spielebaustelle.wordpress.com/2012/02/21/caravan-meaningful-achievement-system/">Weiterlesen <span class="meta-nav">&#8594;</span></a><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=spielebaustelle.wordpress.com&amp;blog=16613932&amp;post=1792&amp;subd=spielebaustelle&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Today we thought about adding an achievement system to caravan. But wait, not the achievement system everyone else uses. So whats the same? We also use funny achievements to grade the player progress. (obviously) But the difference is, that we use that, to give ingame things to the players. So the achievement system somehow resembles a leveling system. So you may get a bigger bottle of water, if you left 100 signs for your fellow players, or you may be granted a new rune, after you have completed 5 funny tasks.</p>
<p>This way, we can also reward players for investing in the community progress or for simply having fun.</p>
<ul>
<li>wet feet: unlock your first oasis</li>
<li>hard feet: walk 1000 miles</li>
<li>hot feet: walk on hot sand</li>
<li>hardliner: follow a spirit at least 1 mile</li>
<li>lover: hug at least 10 trees</li>
<li>size matters: grow at least 20 metres</li>
<li>head in the clouds: grow above the cloud level</li>
<li>In control 1-5: walk, look around, pickup sands</li>
<li>achievements for all surface types (wet sand, rocky sand, etc.)</li>
<li>the lions den: get eaten by a lion</li>
<li>Scare the spirits: scare off a spirit</li>
<li>friedlist: befriend 5 spirits</li>
<li>the postman: write 500 signs</li>
<li>walking dead: die 10 times in 5 minutes</li>
<li>cleaner: clean 1 square mile of rubbish</li>
<li>getting things done: when the desert is entirely cleaned of rubbish, all players get this award</li>
<li>achievements for being other characters:</li>
<li>altair: watch the desert from a high spot</li>
<li>journey: surf down 10 dunes</li>
</ul>
<p>achievements could be tied to gods, ie. ariane, the goddess of wealth approves your newly found item: &#8220;unlockeed XY &#8230;&#8221;</p>
<p>combo achievements: only unlocked if you unlock two achievements at once:</p>
<p>wet toes: unlock wet ground and size matters at once.</p>
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		<title>Caravan: really big Mari</title>
		<link>http://spielebaustelle.wordpress.com/2012/02/20/caravan-really-big-mari/</link>
		<comments>http://spielebaustelle.wordpress.com/2012/02/20/caravan-really-big-mari/#comments</comments>
		<pubDate>Mon, 20 Feb 2012 13:18:07 +0000</pubDate>
		<dc:creator>fabianschempp</dc:creator>
				<category><![CDATA[Caravan]]></category>
		<category><![CDATA[Gamedesign]]></category>

		<guid isPermaLink="false">http://spielebaustelle.wordpress.com/?p=1773</guid>
		<description><![CDATA[Another way, where the game could be going. It is important to take a step apart and improve the game, even if it means radical changes with an idea: There&#8217;s less water consumption, when you&#8217;re small There more water consumption, &#8230; <a href="http://spielebaustelle.wordpress.com/2012/02/20/caravan-really-big-mari/">Weiterlesen <span class="meta-nav">&#8594;</span></a><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=spielebaustelle.wordpress.com&amp;blog=16613932&amp;post=1773&amp;subd=spielebaustelle&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><a href="http://spielebaustelle.files.wordpress.com/2012/02/giant_mari.png"><img class="alignnone size-full wp-image-1774" title="giant_mari" src="http://spielebaustelle.files.wordpress.com/2012/02/giant_mari.png?w=640&#038;h=333" alt="" width="640" height="333" /></a></p>
<p>Another way, where the game could be going. It is important to take a step apart and improve the game, even if it means radical changes with an idea:</p>
<ul>
<li>There&#8217;s less water consumption, when you&#8217;re small</li>
<li>There more water consumption, when you&#8217;re big</li>
<li>You can grow bigger with growth runes, but will automatically be shrunken when there&#8217;s little water left in your bottle</li>
<li>Maybe the absolute size you can reach is determined by the amount of available growth runes (leveling system?) i.e. 4 x 10m growth runes = 40 meters absulute growth</li>
<li>This implies changes to the puzzle design, since they have to work in different character sizes now. The huge lava rock in the image above could be a simple trigger in this size.</li>
<li>Some examples:</li>
<li>Big obstacle: 20m high sharp rocks, than can easily be passed when being small</li>
<li>small obstacle: A huge gap, that can be crossed with a big step as a giant</li>
<li>maybe there are something like corn circles, rune symbols, that are so big, they can only be spotted from high above. or a riverbed that forms a rune.</li>
<li>Maybe the size even controls the passing of time, so when you are smaller, evrything happens much slower. So a giant which is walking may seem like s static rock when you are small. day&amp;night pass by much faster when being a giant (visualization of time passing)</li>
<li>There may be a giant, that has the rune to overcome him at his back, but it always faces the player. The trick could be to get smaller, which equals to &#8220;slow time&#8221;, move to his back, and then grow again.</li>
<li>Also, besides examining objects from all sides, they now have to be examined from below and above, too.</li>
<li>Your relative size will have an impact on your foes, they might flee, if they are much smaller, and attack you if your are much smaller (rules of nature)</li>
<li>(Maybe the size also allows for bigger actions, like destroying things.)</li>
<li>Being allows for crossing much bigger distances and scare others away, whereas being small will be used for detailed examination, exploration and interaction.</li>
</ul>
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			<media:title type="html">fabianschempp</media:title>
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		<title>a new iteration and new brainstorming bits</title>
		<link>http://spielebaustelle.wordpress.com/2012/02/20/a-new-iteration-and-new-brainstorming-bits/</link>
		<comments>http://spielebaustelle.wordpress.com/2012/02/20/a-new-iteration-and-new-brainstorming-bits/#comments</comments>
		<pubDate>Mon, 20 Feb 2012 12:09:11 +0000</pubDate>
		<dc:creator>spielebaustelle</dc:creator>
				<category><![CDATA[Caravan]]></category>
		<category><![CDATA[Gamedesign]]></category>

		<guid isPermaLink="false">http://spielebaustelle.wordpress.com/?p=1779</guid>
		<description><![CDATA[Okay, now we&#8217;re back to caravan and we brainstormed, how we could make it more fun (like we always do ), most important things first, we&#8217;ll try to make it much faster (paced) The problem is/was, that the water loss(which &#8230; <a href="http://spielebaustelle.wordpress.com/2012/02/20/a-new-iteration-and-new-brainstorming-bits/">Weiterlesen <span class="meta-nav">&#8594;</span></a><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=spielebaustelle.wordpress.com&amp;blog=16613932&amp;post=1779&amp;subd=spielebaustelle&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Okay, now we&#8217;re back to caravan and we brainstormed, how we could make it more fun (like we always do <img src='http://s0.wp.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> ), most important things first, we&#8217;ll try to make it much faster (paced)</p>
<p>The problem is/was, that the water loss(which is effectively a timer) puts pressure onto the player, but the way he/she moves, won&#8217;t give enough control to feel in control. So the movement somwhat hindered the player in playing faster. Additionally, If we look what the game mechanics are made up from, it is clear, that the &#8220;reset-mechanic&#8221; is also borrowed from the more fast paced platformers/arcade-titles. So we will now give it a try to blend that together.</p>
<p>other brainstorming notes:</p>
<ul>
<li>graves as powerups</li>
<li>maybe other main char to increase adventure feeling</li>
<li>Community &amp; water is still the main feature of the game</li>
<li>we think we can even get more focus on the slower paced parts(refill water at oasis, respawn) if the rest of the game is faster paced. The same counts for more complex puzzles at places where you have to stop and think, before continuing.</li>
<li>community ideas: Maybe we can even give some gifts to other players like playing powerups(water?) for them and getting a reward if it is picked up? (supporter?)</li>
<li>some points need more focus, like the refilling of the water (checkpoint) which should reach a quality like the concept art examples (maybe like uncharted, with short cinematic switch)</li>
</ul>
<p>&nbsp;</p>
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		<title>Orhpeus and Eurydike</title>
		<link>http://spielebaustelle.wordpress.com/2012/02/15/orhpeus-and-eurydike/</link>
		<comments>http://spielebaustelle.wordpress.com/2012/02/15/orhpeus-and-eurydike/#comments</comments>
		<pubDate>Wed, 15 Feb 2012 10:25:08 +0000</pubDate>
		<dc:creator>fabianschempp</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://spielebaustelle.wordpress.com/?p=1770</guid>
		<description><![CDATA[Its an Arcadegame. (really arcade, like in the old days, where you had to go to a place to play ) You have to invest two coins to pay the feryman(Charon) You slay yourself trough the underworld, killing hades using &#8230; <a href="http://spielebaustelle.wordpress.com/2012/02/15/orhpeus-and-eurydike/">Weiterlesen <span class="meta-nav">&#8594;</span></a><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=spielebaustelle.wordpress.com&amp;blog=16613932&amp;post=1770&amp;subd=spielebaustelle&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Its an Arcadegame. (really arcade, like in the old days, where you had to go to a place to play <img src='http://s0.wp.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' />  )<br />
You have to invest two coins to pay the feryman(Charon)<br />
You slay yourself trough the underworld, killing hades using your magic harp.<br />
save your beloved  wife Euridike.</p>
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			<media:title type="html">fabianschempp</media:title>
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		<title>Caravan: further ideas and improvements</title>
		<link>http://spielebaustelle.wordpress.com/2012/02/13/caravan-further-ideas-and-improvements/</link>
		<comments>http://spielebaustelle.wordpress.com/2012/02/13/caravan-further-ideas-and-improvements/#comments</comments>
		<pubDate>Mon, 13 Feb 2012 09:22:00 +0000</pubDate>
		<dc:creator>fabianschempp</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://spielebaustelle.wordpress.com/?p=1763</guid>
		<description><![CDATA[-back to the roots of the caravan idea. There is only the Central Fortress at the Beginning all other Desert is quicksand and deadly salt desert, Landscape has to be somehow generated by players making their way. Next step is &#8230; <a href="http://spielebaustelle.wordpress.com/2012/02/13/caravan-further-ideas-and-improvements/">Weiterlesen <span class="meta-nav">&#8594;</span></a><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=spielebaustelle.wordpress.com&amp;blog=16613932&amp;post=1763&amp;subd=spielebaustelle&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>-back to the roots of the caravan idea. There is only the Central Fortress at the Beginning<br />
all other Desert is quicksand and deadly salt desert, Landscape has to be somehow<br />
generated by players making their way. Next step is to make it less deadly by digging<br />
oases or planting trees.</p>
<p>-Use the &#8220;Island of Interest&#8221; method make more designy, less noisy and reusable<br />
enviroment.</p>
<p>-Would be nice to have spaces for different sizes for example, players could walk large<br />
distances across deadly desert when in giant state. They could collect some artefacts in<br />
medium size when exploring an &#8220;Island of Interest&#8221; and they could also explore some<br />
minor IoI for example the interior of a spirits skull when very tiny.</p>
<p>- Size of the Character can affect time scale. The Time meight pass much faster when<br />
Players are in giant state. Then previously immovable objects like temples meight appear<br />
moving as giant Spirits</p>
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			<media:title type="html">fabianschempp</media:title>
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		<title>Developer Meeting Notes 9th February 2012</title>
		<link>http://spielebaustelle.wordpress.com/2012/02/10/developer-meeting-notes-9th-february-2012/</link>
		<comments>http://spielebaustelle.wordpress.com/2012/02/10/developer-meeting-notes-9th-february-2012/#comments</comments>
		<pubDate>Fri, 10 Feb 2012 10:11:43 +0000</pubDate>
		<dc:creator>spielebaustelle</dc:creator>
				<category><![CDATA[Meeting Notes]]></category>

		<guid isPermaLink="false">http://spielebaustelle.wordpress.com/?p=1760</guid>
		<description><![CDATA[Now after having quite a tough time of getting the game into a playable state for the german developer contest, we now wrapped things up: Plans for Carvan are: First task is to clean up the repository, namings, links texture &#8230; <a href="http://spielebaustelle.wordpress.com/2012/02/10/developer-meeting-notes-9th-february-2012/">Weiterlesen <span class="meta-nav">&#8594;</span></a><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=spielebaustelle.wordpress.com&amp;blog=16613932&amp;post=1760&amp;subd=spielebaustelle&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Now after having quite a tough time of getting the game into a playable state for the german developer contest, we now wrapped things up:</p>
<p>Plans for Carvan are:</p>
<ul>
<li>First task is to clean up the repository, namings, links texture sizes, etc.</li>
<li>Second we&#8217;ll work on polishing the existing features, like movement, interaction with objects/runes, Community and visual style.</li>
<li>Third, we&#8217;ll start creating a WIKI for game design purposes</li>
</ul>
<p>Plans for project management:</p>
<ul>
<li>We&#8217;ll go back to our plans and go for agile!</li>
<li>This includes weekly meetings about targets and reached goals as well as defining roles, like the scrum-master</li>
</ul>
<ul>
<li>We&#8217;ll also reintroduce the playday, where we all play the game together and discuss what can be improved in the next iteration</li>
</ul>
<p>General:</p>
<ul>
<li>During the development of Caravan, we&#8217;ll insert two week sprints to create smaller mini games, that lurk in our minds</li>
</ul>
<ul>
<li>We&#8217;ll try to share more skills in the team! Not just by saying so, but on individual training basis. This means, someone asks his co-worker, if he would teach him XY, and in trade he would teach him YZ. This improves our game development skills as well as our training skills</li>
</ul>
<p>As we strive to have an open collaborative development, we&#8217;ve been looking for a collaborative painting software for a long time. There are some available on the net, but they are rather limited. One of our programmers will look into transfering an existing program like mypaint into a collaborative painting app!</p>
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			<media:title type="html">spielebaustelle</media:title>
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		<title>The game of a thousand eyes</title>
		<link>http://spielebaustelle.wordpress.com/2012/02/07/the-game-of-a-thousand-eyes/</link>
		<comments>http://spielebaustelle.wordpress.com/2012/02/07/the-game-of-a-thousand-eyes/#comments</comments>
		<pubDate>Tue, 07 Feb 2012 15:32:38 +0000</pubDate>
		<dc:creator>spielebaustelle</dc:creator>
				<category><![CDATA[Brainstorming]]></category>

		<guid isPermaLink="false">http://spielebaustelle.wordpress.com/?p=1751</guid>
		<description><![CDATA[The first idea, following the statement of short games that enable a unique experience as a form of art: The game of a thousand eyes starts with one camera, subsequently adding more to the screen. The goal is, to position &#8230; <a href="http://spielebaustelle.wordpress.com/2012/02/07/the-game-of-a-thousand-eyes/">Weiterlesen <span class="meta-nav">&#8594;</span></a><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=spielebaustelle.wordpress.com&amp;blog=16613932&amp;post=1751&amp;subd=spielebaustelle&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>The first idea, following the statement of short games that enable a unique experience as a form of art:</p>
<p>The game of a thousand eyes starts with one camera, subsequently adding more to the screen. The goal is, to position your fields of view (yes, plural here!) correctly, so that you can i.e. see all orange objects <strong>at once</strong> to solve the riddle. (Spoken mechanically) Or maybe you can melt the iceblock by viewing a fire in the camera field next to it. The closer two objects are next to each other on your screen, the stronger the interaction will be.</p>
<p>Watch a megnet and a metallic cube next to each other and the cube will be drawn to the magnet.</p>
<p>Be ready to twist your mind! Multiple eyes could even focus on one point, so that you can see a single object multiple times  on your screen to strenghten it&#8217;s effect. Or if you view two magnets at once, a metal object can be forced to hover inbetween them!</p>
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