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.