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GDC 2005

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Innovative Touch Screen Controls SPIDER-MAN 3 DS Postmortem ... Believe in the idea, let it brew... ( give it time)? How did we accomplish this? Prototype ... – PowerPoint PPT presentation

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Title: GDC 2005


1
Innovative Touch Screen Controls SPIDER-MAN 3 DS
Postmortem
Muhammad Ahmed and Leo Zuniga Vicarious Visions
Game Developers Conference 2008
2
Introductions
  • Who are these guys?
  • Leo Zuniga (Lead Designer)?
  • Muhammad Ahmed (Designer)?
  • Vicarious Visions
  • We also wanted an all access pass!

3
Game Trailer
4
Session Overview
  • Well 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

5
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

6
Franchise History
  • Spider-Man 2 DS
  • Ultimate Spider-Man DS
  • Touch Screen Prototypes
  • Spider-Man 3 DS

7
Innovation Risks
  • Why change what works?
  • This is crazy?
  • Please dont mess with the formula?
  • Believe in the idea, let it brew (give it time)?
  • How did we accomplish this?

8
Prototype
  • Quick and dirty
  • White rooms
  • Prove ideas
  • Communicate vision
  • Docs only go so far

9
Game Stats
  • Development time
  • Team size
  • Number Levels/Missions
  • Open World Feel
  • Accolades
  • We love reviewers...
  • Sometimes....

10
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.

11
Nintendo DS
  • Hardware Overview

12
Project Goals
  • Key Features
  • Primary Aesthetic Goals
  • Players feel that they are Spidey
  • No Frustration on Controls
  • Player exploration of handling within gameplay
    space

13
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

14
Get a real writer
  • We have in-house guys to help during the
    adaptation process
  • ... but we were not going to talk about this

15
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

16
Touch Screen
  • Top Screen Vs. Bottom Screen
  • States
  • Tap
  • Hold
  • Release
  • Stroke
  • Etc

17
Einstein Quote
Things should be made as simple as possible---but
no simpler.
Made it my self!
.
Nice suit...
...Could have been simpler.
18
Inspiration
19
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

20
Controls Overview
  • Shoulder buttons issues
  • Mirrored controls
  • Who here is lefty?
  • Minimal D-pad
  • General traversal (right/left)?
  • Jump
  • Webswing
  • Optimal Touch Screen

21
The Webzip Dilemma
  • One of Spideys main moves
  • What Gesture shall we use?
  • Several options
  • Tap hold
  • Tap drag
  • Checkmark Gesture
  • Double-tap ?

---gt WTF
---gt WTF
---gt WTF
---gt FTW... FOR THE WIN!
22
Relative vs. Non-Relative Controls
  • Touch screens center represents Spidey

23
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

24
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)?

25
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??

26
Combat States
  • Ground State
  • Ground Engaged
  • Air State
  • Air Engaged
  • Ground Web State

27
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

28
The Stroke
  • Core Moves
  • Punch-kick
  • Uppercuts
  • Throws
  • Dodge
  • Etc

29
Gesture Demo
  • Video Here

30
Semi-circles and circles
  • Semi-circles
  • Web slams
  • Circles
  • The rodeo (everyones favorite sport)?
  • Reflex moves (aka finishers)?

31
Gesture Demo
  • Video Here

32
Double tap
  • Webbing
  • Additional traversal
  • Webzip

33
Gesture Demo
  • Video Here

34
Context controls
  • Pickup/Drop of peds
  • Valves
  • Switches
  • Disarming bombs
  • Using Warp Zones

35
Gesture Demo
  • Video Here

36
If You Can Web it You Can Throw it!
  • Consistency throughout the game
  • Weak AI
  • Crates
  • Explosive Barrels (boom!)?

37
AI and Touch Screen Controls
  • The players toys
  • Must compliment combat
  • Otherwise theres little to the game

38
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
----gt
39
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

40
Hero Points
  • Combo counter
  • Rewards variety
  • New moves unlocked

41
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!)?
42
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! ?

43
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

44
Now it's Your Turn...
  • Seriously ask us something...anything
  • Weather?
  • Favorite band?
  • Spidey vs Pirates vs. Ninjas?

45
THANKS FOR COMING!
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