Another groworld design meeting at foam this week, and we’ve decided to go back to our roots, or rather play the game mainly underground. This means we can employ tunnelling game mechanics to hunt out nutrients and other buried properties. The multiplayer aspect comes in as intertwining or connecting with other player’s roots, and swapping properties in the form of pest control, the ability to flower and other, stranger aesthetic abilities.
Due to Tale of Tale’s abilities with Blender, we are going to try using that for game prototyping in the next few weeks, which should be interesting to compare the difference with fluxus, and get some more experience with it.
In the meantime I’ve been working on a combination of circle packing and spring dynamics to figure out how to wrap roots around rocks: