Talk:Organic synthesis game

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Edd suggests for making the game more "addictive" use a quest structure that is a series of increasingly larger quests, separated into mini quests (clarify this later) - small reward, small reward, small reward, small reward, small reward,BIG REWARD.

  • Development structure is one lead professional, graduate assitant and undergraduate hourly
  • Publication and development structure dependent on game (online, etc)
  • Assistant within the game to offer help (IGOR).

Walkerma 12:25, 21 December 2006 (EST)

Joe's Suggestions

I really like the idea of using a midevil setting for the game, it opens the door to so many possibilities in terms of a plotline. I was thinking that the alchemist is faced with an initial problem, that brings he/she into the castle, meets the king, IGOR, is introduced to his/her lab...basically goes through an initial tutorial session in order to learn the jist of the game. This tutorial can be based on fictional dragons that have taken hold of the castle, and must be vanquished. The king's army is fighting them, but can not seem to get rid of them, thus the king has enlisted the alchemist's assistance. The alchemist comes up with the idea to synthesize different organic acids/bases to get rid of each dragon. For example, there could be 5 or 6 different dragons, and each one would be a different color. Starting with a basic hydrocarbon, the alchemist could synthesize different acids/bases to give to the king's army to load in their guns, to shoot at the dragons. Each acid/base would kill a differently colored dragon.

Once this initial tutorial session is over, the game player will be aquainted with the controls, and the basic gameplay. Then other tasks will need to be done for the king...brainstorming on more ideas is needed but each idea should follow a task/reward system, with gradual increases in difficulty of subject matter.

I was thinking that we might be able to save on programming/graphics difficulty by making this game very similar to a Zelda-type game (two dimensional).

Joe

Joe, thanks for the ideas. I had envisaged us starting with the player being enlisted as an apprentice alchemist, to take over from old Merlin (or whoever), who conveniently is sick and dies after you successfully complete the tutorial. Merlin could explain things from his deathbed. You could be given/find a book of potions (aka tutorial) that could guide you through the process - this concept would also work with your suggestion, Joe. I don't have any strong preference - royal summons (Joe) or dying Merlin (above), so Edd, what do you think? (By the way, Joe, you can sign with ~~~~). Thanks, 74.71.219.42 00:07, 2 January 2007 (EST)
(I was logged out, this is Walkerma 00:08, 2 January 2007 (EST)).