Plantasia: The Beginning Started as a real-time management resource game with casual flavor
Plantasia: The Beginning Started as a complex real-time management game with casual (garden) skin Vision of magic and human-like flowers
Plantasia: The Beginning Wanted to experiment with story…
ROMANCE!
Plantasia: Developer Team Lead Game Designer Programmer Comic Artist Visual Designer Two Artists (Background, Characters) Sound Design Level Designers (2), Production Artists (2)
Plantasia: Gameplay Dev. 10 month development period
Plantasia: Gameplay Dev. 10 month development period Innovative gameplay takes time
Plantasia: Gameplay Dev. 10 month development period Innovative gameplay takes time –Communicating complex states of flowers
Plantasia: Gameplay Dev. Agency vs. Simplicity (tool choice)
Plantasia: Gameplay Dev. 10 month development period Innovative gameplay takes time –Communicating complex states of flowers –Balancing agency with simplicity (tool choice) –Developing the central economy first
Plantasia: Visual Dev. Lots of flower states = lots of art
Plantasia: Visual Dev. The “grid-ness” problem (clarity vs. theme)
Plantasia: Visual Dev. Lots of flower states = lots of art The “grid-ness” problem (clarity vs. theme) Fulfilling the magic – polish, polish, polish
Plantasia: Development Iterating the story – how much is too much?
Plantasia: Development Iterating the story – how much is too much? Reaching the ~10MB Finish Line
Plantasia: What Went Right Striking the complexity balance through testing
Plantasia: What Went Right Striking the complexity balance through testing Time to grow innovative design –Garden Challenge Mode
Plantasia: What Went Right Striking the complexity balance through testing Time to grow innovative design Core vision – flowers, magic, romance
Plantasia: What Went Wrong Innovation requires clear communication
Plantasia: What Went Wrong Innovation requires clear communication Staying harsh during production –Be critical at all stages –Declare what bothers you
Plantasia