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Innovative Touch Screen Controls SPIDER-MAN 3 DS Postmortem. Muhammad Ahmed and Leo Zuniga Vicarious Visions. Game Developers Conference 2008. Introductions. Who are these guys? Leo Zuniga (Lead Designer) Muhammad Ahmed (Designer) Vicarious Visions
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Innovative Touch Screen Controls SPIDER-MAN 3 DS Postmortem Muhammad Ahmed and Leo Zuniga Vicarious Visions Game Developers Conference 2008
Introductions Who are these guys? Leo Zuniga (Lead Designer) Muhammad Ahmed (Designer) Vicarious Visions We also wanted an “all access” pass!
Session Overview We’ll focus on design implementations, specifically handling, AI, combat and of course the touch screen This session is not about… Technical details of behind DS Touch Screen Adapting a movie license into a game Although you can ask after the session
Let's Take a Step Back Redefining core mechanics is not easy You will have skeptics, but you can use them to your advantage Communicate your core vision and stick to it Prototype was extremely helpful
Franchise History Spider-Man 2 DS Ultimate Spider-Man DS Touch Screen Prototypes Spider-Man 3 DS
Innovation Risks Why change what works? This is crazy? Please don’t mess with the formula? Believe in the idea, let it brew… (give it time) How did we accomplish this?
Prototype Quick and dirty White rooms Prove ideas Communicate vision Docs only go so far
Game Stats Development time Team size Number Levels/Missions Open World Feel Accolades We love reviewers... • Sometimes....
Reviews Gamespot 8 out of 10 “Touch-screen controls are comfortable and make stringing together attacks easy” IGN 8.1 out of 10 (.1 woohoo) “Stylus control works and works really well in this beat-em-up.” Gamespy 9.0 “But where Spider-Man 3 really shines is in its innovative use of the touch screen, which is right up there with most of Nintendo's first-party DS games.”
Nintendo DS Hardware Overview
Project Goals Key Features Primary Aesthetic Goals Players feel that they are Spidey No Frustration on Controls Player exploration of handling within gameplay space
Adapting a Movie into a Game Get movie script from the internet Add a boss or two Done Oh yeah and random side missions ... Just kidding
Get a real writer We have in-house guys to help during the adaptation process ... but we were not going to talk about this
Touch Screen Full commitment Wanted to bring something NEW to the next big Spidey movie game! Convince project stakeholders Kid testing yay! Nintendo Demo Got their blessings Fit Nintendo DS strategy ( Iwata CEO ) We knew we're on the right track
Touch Screen Top Screen Vs. Bottom Screen States Tap Hold Release Stroke Etc…
Einstein Quote Things should be made as simple as possible---but no simpler. Made it my self! . Nice suit... ...Could have been simpler.
Iterations of Controls From USM Close to 10 alternatives Everyone had their favorite Lot of feedback during this stage End result D-pad Traversal Touch Screen Combat No shoulder buttons in core gameplay
Controls Overview Shoulder buttons issues Mirrored controls Who here is lefty? Minimal D-pad General traversal (right/left) Jump Webswing Optimal Touch Screen
The Webzip Dilemma One of Spidey’s main moves What Gesture shall we use? Several options Tap hold Tap drag Checkmark Gesture Double-tap ---> WTF ---> WTF ---> WTF ---> FTW... FOR THE WIN!
Relative vs. Non-Relative Controls Touch screen’s center represents Spidey
Handling (2 Spideys) Red Suit Acrobatic Flamboyant web abilities Show off super-hero elements Black Suit Using more strength over agility More brutal attacks A sense of rage rather than heroism
How to Convey differences? Players can see a visual difference on screen but handling should equally match visuals Most of the moves had similar inputs Both suits had subtle but unique gameplay differences Different set of finisher moves (combat)
Combat punch kick sweep kick uppercut webzip throws air punch web retrieve web pull web throw dodge circle kicks web slams web rodeo charge attack reflex moves Lots of Moves… and only touch screen??
Combat States Ground State Ground Engaged Air State Air Engaged Ground Web State
Gesture System 4 Key Gestures Stroke (8 variations) Semi-circles (4 variations) Circles (2 variations) Double Tap Natural Mapping / Contextual Controls Feedback is important Player knows success No need to look at touch screen
The Stroke Core Moves Punch-kick Uppercuts Throws Dodge Etc…
Gesture Demo Video Here
Semi-circles and circles Semi-circles Web slams Circles The rodeo (everyone’s favorite sport) Reflex moves (aka finishers)
Gesture Demo Video Here
Double tap Webbing Additional traversal Webzip
Gesture Demo Video Here
Context controls Pickup/Drop of peds Valves Switches Disarming bombs Using Warp Zones
Gesture Demo Video Here
If You Can Web it You Can Throw it! Consistency throughout the game Weak AI Crates Explosive Barrels (boom!)
AI and Touch Screen Controls The player’s toys Must compliment combat Otherwise there’s little to the game
AI Types Provided player with a good variety of ‘web’ fodder 4 Core AI Types Melee Thug Armed Thug Projectile Thug Big Guy Thug ... and there were Lizards as well like this guy ---->
AI Types Each AI had a weakness/tactical vulnerabilities once exposed open the door for a ‘can of whoop ass’ with the touch screen inputs
Hero Points Combo counter Rewards variety New moves unlocked
Kid Testing Local kids from the area come and play our games Great Feedback! Idea Generator Use the data to improve the game and convince stakeholders (the non-believers ooooohh!)
Final Takeaway Quick prototypes are awesome (everyone knows that right?) Iterative developments of the concept Accept change Future? Shrek 3, Tony Hawk and upcoming Dreamworks game • Some great stuff please buy them!
Best Project Quote The team had some good ones but this beat them all... “Will they ever get married?” – 8 year old girl kid tester. No sorry out of scope Next…
Now it's Your Turn... Seriously ask us something...anything Weather? Favorite band? Spidey vs Pirates vs. Ninjas?