A sitcom or anime with cavemen might be awesome for me.
Oh, you would have loved the first version! when you didn't take care of your caveman, they'd bitch at you (you the player). they'd look at the camera, stamp their feet, shake their fists, spew caveman gibberish, and have a little temper tantrum. whenever anything went wrong they'd bitch. basically its was a message routine, like an OK dialog box. but when the message was bad, the code would use something like bitchani("No more food!"); and you'd get this little temper tantrum from your avatar cause they ate all their berries. i do plan to keep the bitchani(). but none of the canned animations are in yet. for now, when you do an action for example, it just displays a message saying what your're doing, and your progress, and shows the world in the background. when you speed up the simulation to complete an action, you see the world go by in time-lapse photography, like HG wells in his time machine.
But, it really depends what kind of story you personally want to tell. It's really hard (and a bad idea) to write a story of a type you don't love. If you truly want to write a story that is a hero's journey type, then that's what you need to look at examples of.
well, like i said, right now its more or less a blank canvas. so it seemed to me the logical thing to do was to add one or more optional storylines to pursue. its a valiid gameplay feature for the game type, and can be done without breaking the realism, believability, and paleo-setting of the game.
but as for what story to tell? absolutely no idea. thats pretty sad isn't it? for 10 years i was the DM who's world everyone wanted to play in, and now i have words, and no stories to tell.
I could probably use a little help here with terminology. i never was good at keeping things like plot, theme, motif, etc straight. and thinking of examples for things like "action" (probably cause i don't get into action flicks too much. when i want action, i watch war movies. cops and robbers is child's play compared to war.).
low fantasy - whats that ?
adventure - rambo eh?
comendy - can be hard to write. but i used to be the class clown, so i might have a fighting chance.
romance - i need to get the romance and mating modeling in there. but i dont want it to be contrived like the Sims. i'll probably need to start a new topic for that design.
sitcom - situation based comedy - the nerdy artist and the he-man warrior as odd couple band members for example.
thats a really good qustion, what stories do i want to tell?
well, given that the inspriattion for the game was "wouldn't it be cool if there was a game where you could make a stone knife and take on a saber tooth tiger?",
i'd have to say that i didn't set out to tell any story at all. i guess i set out to build a simulator where you could make stone age tools and hunt stone age animals.
so now i have this really neat simulator of an entire paleo-continent. but story-wise its a blank canvas.
actually i've always been pretty good at story telling, so i guess my natural response (feeling bad and bold and all that) would be, "well, what kind of story would you like to hear?"
seems to me that one answer that should be included is "high-fantasy". its practially de-regeur. done to death, probably, but still expected.
to that i take it you would add comedy. romance, and action. and combos thereof too i assume.
what stories do i want to tell?
jeez, man, now i really gotta think!
you're the writer, what do you do when you sit down at the typewriter, staring at that blank page that says "Chapter 1", and nothing happens ?
i suppose you dont sit down to the typewriter til you have something to say, eh?
so whats your process for coming up with something to say? or is more like music where ideas just pop into your head?
when writing music, there's two approaches:
1. you get an idea, and develop it. this is how its usually done.
2. targeted composition, where you set out to write a specific type of song, such as rap, country, rock, metal, ethereal, etc. this is common for jingles and other music written for hire. or to stretch your writing capbilites in new directions.