Odyseed needs a clear narrative arc, and the Exposition is one of the essential elements. It doesn't have to have a story per se, and we have no plans for story text, scripts and dialog, or any other text. However, even if the game is ultimately a casual mobile game, we can still identify a narrative in some sense because not every level will be the same and the early levels will obviously differ from the later levels.
We need to decide how to introduce the characters (not only the seed itself, but other "characters"), the setting, and the circumstances in which the player begins. This may include, but is not limited to:
[ ] How to introduce the protagonist (the seed). Perhaps the game just stars with the camera centered on the seed. Or perhaps there is an into sequence in which the seed falls from somewhere (a tree? from something unspecified?) and ends up at the beginning of the first level. Alternatively, this intro sequence plays out in the background of the title or menu screen.
[ ] How to convey the setting of the game. Not just the first level and what it looks like, but the world... where does this take place?
[ ] What are the player's initial circumstances? The answers to the previous two questions may determine this in part, but there is more to decide, like what must the player attempt to do and why? Similarly, why and how can we introduce the rooting mechanic?
Odyseed needs a clear narrative arc, and the Exposition is one of the essential elements. It doesn't have to have a story per se, and we have no plans for story text, scripts and dialog, or any other text. However, even if the game is ultimately a casual mobile game, we can still identify a narrative in some sense because not every level will be the same and the early levels will obviously differ from the later levels.
We need to decide how to introduce the characters (not only the seed itself, but other "characters"), the setting, and the circumstances in which the player begins. This may include, but is not limited to: