The Ceiba Anthology Design Doc

This is a one page design document based on this google doc. I'm writing it down here for reference as I work on the game.

Game Identity / Mantra

Planescape Torment mixed with "Spoon River Anthology" set in pre-colonial Mayan civilization.

Design Pillars

  • Dynamic dialogue that responds to player actions. Dialogue is the primary player action.
  • Exploration through dialogue; connections between characters, player, environment are discovered.
  • Embrace the tried and true RPG quest format to build a compelling world and non-linear narrative. (Note: like "game engine" philosophy: use generalized engine to focus on unique game).

Theme/Atmosphere/Story Summary

  • Mayan civilization that is already in decline. Living amongst ancient, forgotten, ruins.
  • How do people live in the overwhelming shadow of systemic societal decline, out of an individuals control?
  • How are people connected to each other in their local communities?
  • Atmosphere: surreal, spiratual, dreamlike.

Features

  • Dynamic dialogue

Interface

Mouse/touch based control. Movement by pathfinding in world.

Players can:

  • Talk to NPCs.
  • Give NPCs items, take items. Take and give items from containers.
  • Take/complete quests from dialogue.
  • Inspect items in the world.
  • Unlock doors with keys.

Graphics

  • 10x10 tile graphics from public domain tileset.

Music/Sound

  • Music should be sparse, synth heavy to match graphics aesthetics.

Game Engine and Technology

  • bmshtml5 framework for HTML5 abstraction.
  • Custom engine using Tile[d] as the map editor.