Something about fire and wind…

by @UseCase

Simple mechanic, simple presentation.  In the beginning there was wind and there was fire.  The wind was flowing in a steady, the fire was wild and unpredictable.  Though opposite in the world it was said that should they ever work together the could change to very face of…..  You get the idea

How Opposite: Fire vs Wind… not pure but supports an opposite game mechanic…

User controls wind in a finite area with trees and a seed fire,  There are healthy, sick and dead trees,  dead trees burn quickly and high allowing for better spread, sick trees burn slower than dead but faster than healthy.  healthy trees burn slowly, healthy trees can get sick based on the surrounding trees (slow cel automata (risky)).  Burn down the sick and dead trees save the healthy trees.

  • Constraints:
  • Puzzle game
  • Single Screen (no time for scrolling?)
  • Isometric if time permits (Risky)
  • Random placement of Game Objects
  • Multi-touch wind (Risky)
  • Game Objects:
  • Wind: user agent, allows the user to interact with the game
  • Direction controllable
  • Intensity controllable (time permitting)
  • Fire (Risky): Consumes Trees, Directed by the wind, can spread,can be put out
  • Trees: Consumable by Fire, States: Healthy, Sick, Dead