In the much-anticipated video-game
version of Fencebroke Promontory Gardens—a project admittedly early
in the development phase—one thing is certain: seed-packets are to
be the currency of the player's adventures.
There'll be no giant coins, rings,
ammunition, inexplicable healing kits, grenades, or gemstones for my
characters, no sir. Unless you count used shotgun shells, which some
previous liege of Fencebroke was wanton enough to fire off in his
suburban backyard with what must have been alarming regularity, I
haven't encountered any of these useless tokens in the course of my
gardening. Seed packets, on the other hand, always feel like
real-life power-ups when I come across them. Their contents unleash
such awesome abilities as Carrot Power, Kale Krush, Arugula Rocket,
Tomato … well—tomatoes, and, in the right combination, they can
unlock the gate to Lettuceland.
That's why, in Super Fencebroke World©,
after any of the game's many small achievements—crops harvested,
invasive weeds turned back, slugs thrown into the street, giant magic
dragonflies tamed, saddled, and loosed upon the forces of
pestilence—the player will be rewarded with seeds. Collect enough
and you get an extra life. Find all the bush beans and you gain
invincibility. The player, should they find themselves replete with
seed packets, will be faced with a difficult choice—sow them to
produce food for the hoe-wielding army of underlings they have
amassed in preparation for a showdown with the Dark Lord Taraxicum
(sorry, plant Latin joke)—or spend the seeds as currency, bartering
for better tools, enchanted mulch, more powerful hats with wider
brims, or any other character upgrades available. I'd choose wisely
if I were you, but for now, just keep an eye out for those little
seed packets.
Daisy Levels-Up |
The game should be up and running soon, right after I teach myself computer animation and find some venture
capitalists venturous enough to invest in cutting edge horticultural
entertainment, so stay tuned for updates. And lest you think this
whole thing is a pipe dream, I have already, through some
fast-talking and the promise of bunny cookies, recruited a young,
up-and-coming recording artist for the soundtrack. Sorry, that's
record-er artist. Recorder.
That's the … the instrument she plays. You know, the plastic
shrieky-flute? Oh, who am I kidding, she's my daughter. But trust me,
she's good. (Look—she's
getting those bunny cookies one way or another, so I may as well try
to coax something useful out of her.)
All
right, enough procrastinating—computer animation, here we go …