Thursday, April 12, 2012

More story development

The beginning area would be an interior, with a prominent view to the exterior.  In the folktale, the place where the bear takes the young woman is a large castle and she had a silver bell.  When she would ring the bell whatever she needed would appear.  You get the sense that when she rings the bell she is transported to whichever room in the castle she needs to be in.  In the game the castle could be a single room that changes in a similar way to how the tiles will change later in the game.

In the view of the outdoors there should be a small sliver of another tile in a difficult to find place.

In the folktale there is a contrast between the lack of food in her parents' home to a great deal of food in the bear's home.  Because I'm skipping over the first part of the story, that contrast is lost.  However a similar contrast could be drawn between the castle and the journey.  Perhaps if she doesn't eat something, after a while she starts to slow down.  So you have to try and find food on the journey.

After the text-based night sequences, the castle is gone in the morning.  She is alone in the mountains.  She should get close to another tile, but not actually cross to another tile yet.  She travels to the three crones, and all the obstacles should be things she can get past without flipping any tiles.  They should be things like bodies of water she needs to get by, or mountains that she needs to find passage through.  The journey to the second and third crones should introduce the idea of crossing from a day to a night tile. 

When she travels to the four winds, the idea of flipping the tiles comes in.  The way the flipping works could be a bit different.  Perhaps when you click on a tile, it rotates part way, and when you leave the wind blows the tile the rest of the way over.  Unlike the folk tale, the wind is not carrying her to the next wind, but rather clearing the way.  The obstacles could be things like ferries that only run during the day, or dangerous animals that sleep at night.

Since the winds have different strengths, each would only be able to effect a certain number and location of tiles.  Below is an early illustration of how the winds could effect progressively larger sections of the world.


"If we are ever to get there we must have the day before us" - the North Wind (East of the Sun, West of the Moon)

Perhaps, when the world is flipped entirely to day, the north wind has the strength to flip over the entire world together.  The back of the world, in night, could be where the troll's castle is.  It would be impossible to travel to ordinarily, and trolls are vulnerable to sunlight. 

Compass:
If I switch the perspective to third-person, I'm not sure how I want to deal with the compass, or if it even makes sense to still have it in the game.  I could be interesting to have the directions marked on the compass correlate to the wind markers rather than the sides of the world.  They would not necessarily be ninety degrees from one another.  It would be good to make the compass more usable, like a real compass.  The outer ring would need to be something the player could turn.

Tiles:
I think the regular grid isn't interesting enough.  The tiles could be of different sizes, and some could be rectangular.  They would still be rectangular, but they could form more interesting patterns if the sizes were varied.