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Features

Indie Postmortem: Reflexive Entertainment's
Wik & The Fable Of Souls
Wik
& The Fable Of Souls is a 13MB downloadable PC game, which was released
in September 2004. It was developed by Reflexive Entertainment Inc., a company
based in Lake Forest, California. Reflexive has been around since
late 1997, developing both mainstream PC titles for publishers and
smaller self-funded downloadable games.
During 2003 the successful
Reflexive Arcade website was created, and by the end of that year
the development and publishing of downloadable games became its primary
business. With a staff of 11 full-time employees; Reflexive now focuses
on the staggered development of two self-funded projects at a time,
with a team dedicated to further the development of Reflexive Arcade.
The
roots of Wik began with what we at Reflexive call a "one-day-quick"
prototype, where we regularly invest time in exploring new game
ideas and mechanics by building a working, playable prototype. The
prototype in question was called "BugEater", written by
James C. Smith, and inspired by the arcade classic Missile Command.
In "BugEater" the player controls several gecko-like creatures
stationed on a rock border down the left and right edges of the
screen. The object is to protect your grubs from thieving flying
bugs by clicking on them causing your gecko to jump in a straight
line across the screen and eat the offending bug thus freeing your
grub:
What
made "BugEater" a lot of fun was a multi-player mode that
we termed a MouseParty. We had eight people crowded around
a single PC, with mice plugged into every USB port on every USB
hub that we could find laying around the office, resulting in a
crazy click-fest where everybody fought to rescue the most grubs
before the level finished; it was complete mayhem and a lot of fun!
Out of the six or so quick prototypes we short-listed at the time,
"BugEater" was chosen for full development.
What
Went Right
The
Story. One area of the game that remained almost constant from
initial conception to the final product was the back story. Originally
conceived by myself, the back story revolves around a bunch of cute
little grubs that appeared scattered throughout the land one night,
each possessing the hypnotic ability to compel other creatures into
taking it home and nurturing it. Once back at the creature's home,
however, the parasitic grubs would jab its antenna into its heretofore
unsuspecting host and steal its life before entering a chrysalis
stage. The grub would then emerge from its chrysalis a monstrous
creature and instinctively rampage its way back to its own home.
Originally,
these grubs fed upon themselves with the new generation literally
taking the place of the old, but the older generation found that
by sneaking their offspring to some far off place immediately after
their once-every-decade mass communal birthing saved their skin
by putting the gruesome burden upon others.
The
hero of the story is Wik, a forest dweller who lost his family to
the marauding transformed grubs as they worked their way back home
after the last birthing. Wik is not about to let the grubs repeat
their destruction and so he comes up with a cunning plan. He decides
to collect as many grubs as he can find, keeping them all in the
magical backpack that he has strapped to his faithful mule Slotham,
and journey to return them to their natural home where he plans
to release them and restore their cyclical cannibalism.
The
story was meant to be told orally in a fairytale style from early
in the product's development, but since we could not afford the
download space required to ship with an audio narrative, we had
to rely on the art and music being something extra special to pull
the player along with the text of the story.
About
halfway through development of the project, writer Eric Dellaire
was contracted to take the existing story and re-write it as a number
of short poems/verses, the final cut of which was not approved until
just a few days before the product shipped but we loved the dark
and humorous style that Eric came up with, so that all in all, the
story element turned out to be a great success.
Composition
of Background Art and Foreground Play Elements. Because of several
factors including a six month compressed development cycle and 15MB
download size limit, we decided the game would take place on a single
non-scrolling background frame. Once this decision was made, we
began experimenting with art styles for the three environment types
that the story called for: a forest, some underground caves, and
dark creepy vines.
We
figured 70 unique game play levels would be enough to tell the story,
and we had plans for another game mode called "challenge mode"
which would require about 50 more levels. There was not enough time
in our schedule or space in our maximum 15MB download for 120 uniquely
painted levels, so we set about developing techniques and tools
that would allow us to compose our game play frame from a palette
of pre-rendered art pieces.
During
pre-production, the lead artist on the project, Jeff McAteer, would
take hand-painted elements and models rendered using 3D Studio Max
into Photoshop and compose them with filters and effects, building
atmospheric concept images. The programming team took note of this
and began developing an in-game level editing system that allowed
entities called props to be easily placed, rotated, scaled and colored
on multiple layers, with basic filters and effects that could be
applied as required.
When
the game was in full production, the lead artist delegated creation
of the final rendered props for level construction to Chung Ho Kan
and Zach Young (who also wrote all the music for the game). Level
designers Ion Hardie (who also created all the sound effects in
the game) and Ernie Ramirez used these art pieces and the new level
editing system to create every level in the game. Within the final
two weeks of the project, the lead artist took two days going over
each level with its respective designer, making minor artistic changes
to improve its look. From the initial conception of the environment
types through to their final tuning and approval, the process was
a smooth one, thanks to good planning up-front and a tool set that
performed admirably.
User
Interface Development Tools. Building the user interface in
Reflexive games in the past involved our interface designer (Zach
Young) creating a mock up in Photoshop to illustrate the overall
design and placement of individual interface components. The programmer
would then take this mockup and implement it, a process which might
take days, while the designer moved on to other tasks. Once implemented,
the designer would suggest modifications or sometimes completely
re-design the interface once they were finished with whatever task
they had been working on in the meantime, and again hand off to
the programmer for implementation. While this process worked, it
was hardly efficient and often disjointed.
Since
our level builder/editing system was turning out to be a great success,
it seemed like a natural evolutionary step in its development to
create more specialized 'props', and a powerful visual scripting
system that would allow us to use this same system to build the
games entire user interface. By giving the interface designer the
power to place components and add script commands to the various
events that would be triggered by them, we essentially took the
programmer out of the loop, freeing the two bottlenecks that existed
in our previous method. There were still times when the designer
requested a new component or feature and had to wait for it to be
implemented, but the designer was still free to develop other aspects
of the interface.
Building
the user interface in this way allowed the artists and designers
to get closer to the interface implementation process than they
had been able to before. It also allowed them to use all the props,
effects and features that exist within the main game on the interface
in unexpected ways without tying up limited programming resources
nearly as much as in past products.
The
Main Player Character. Design of the main character was initially
driven by two things -the way he moved in the "BugEater"
prototype, and the first draft of the back story. In our story the
character had been through a pretty rough time. We wanted to communicate
that fact and hoped that people would empathize a little as they
read the story, so it was clear that we should try to avoid the
reptilian look that the prototypes player character had, since most
people have a hard time identifying feelings with reptiles. We figured
that trying to meld the look of a small human frame with that of
a frog would be an interesting direction, and our lead artist sketched
literally hundreds of possible design ideas, some with subtle changes,
and others more radical. The end product was a character we called
'Wik', who we felt was a step in the right direction.
The
first draft of the back story was basically a tale of revenge, featuring the
player character having gone slightly crazy while dealing with the
loss of his family, which twisted his character into something of
an antihero. As such, many of the early sketches of Wik have a mischievous,
some might even call wicked, edge to them. It was not until several
months into the games development that Wik's story changed from
one of revenge into him searching for the trapped souls of his family,
and the softening of his earlier dark intent is reflected in the
later visual design of his character.
Well
into the third month of development, there were serious concerns
about the basic play mechanic; it was simply not fun enough as the
foundation for the entire game. As in the original prototype, clicking
on a bug somewhere on the screen made Wik jump across the entire
screen in a straight line, intersecting the point where the player
had clicked and snatching the bug along the way. We experimented
with obstacles that would force the player to make several jumps
around the screen to get to an intended target; we tried automatically
grabbing bugs anywhere along Wik's jump path, there were experiments
with Wik's long tongue, using it to snatch a bug from the air if
it was within a pre-determined maximum range instead of him jumping,
and a few other things that didn't seem to hit the mark either.
It
was Brian Fisher, programmer and physics guru, who came up with
the idea of applying gravity to Wik's movement. The producer was
initially unconvinced that gravity was the answer -it was interesting
placing platforms around a level and jumping around, but it seemed
like too radical a change to make given the limited development
time remaining, and by itself it didn't add the extra spark of something
we were looking for. After a couple of days experimenting and hopping
around though, we struck upon the idea of seeing what would happen
if Wik's long tongue stuck to platforms in a way that would allow
him to dangle and swing, latching onto things mid jump. Even though
the first version of this was implemented quite roughly, it was
immediately apparent that we had hit upon something special. The
addition of gravity marked a monumental turning point in Wik's development.
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A
few of the many different looks Wik went through during the
character conception process.
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Changing
the existing game to take advantage of this new jump and swing play
mechanic would clearly take extra time to develop properly and balance;
it would also mean that every level the designers had built to date
would need to be scrapped. Deciding to commit to this new direction
was not something to be taken lightly, but the game was clearly
much more fun than everything else we had tried, and the jump-swinging
introduced an element of skill that players could learn and improve
over time.
It
took almost six weeks to get Wik and a small set of reference game
levels balanced with the jumping and swinging play mechanic, but
by the end of this period we had added other features, such as the
ability to control Wik dangling from his tongue as though he is
on a playground swing, simply by moving the mouse from left to right.
His latched tongue also now collected bugs that flew into it like
fly paper, and once those bugs were pulled back in his mouth Wik
could spit them out shotgun style at great velocity, knocking other
bugs out of the air. To tune and control all of Wik's new abilities,
we created something called the "Wik style sheet", which
is a list of 86 easily modifiable in-game editable property fields.
This addition meant that we no longer had to re-compile the project
source code each time we made a change to Wik's behavior.
Mouse-Only
Controls. A primary goal for any Reflexive game released into
the current downloadable game space is that it should be possible
to control every aspect of the game using only the mouse. We learned
that a large percentage of downloadable game players are immediately
turned off from any game where they are forced to learn which keys
control various actions. To that end, the mouse is used to control
every aspect of Wik's user interface, and also, to control the movement
of Wik himself.
While
Wik's player control model may seem obvious to most of the people
who play the game, a great deal of thought and care went into its
design. The player directly controls the position of a fairly standard
looking mouse cursor while playing, something which all Windows-based
computer users are very familiar with, as in Windows, the left mouse
button performs the primary action, which in this case means Wik
either launching his tongue out as closely to the current mouse
cursor position as possible, or him spitting whatever is currently
in his mouth. The right Mouse button performs the secondary action,
which follows the model used in many console games where the secondary
action is to jump, here Wik will attempt to jump as close to the
mouse cursor as he can reach.
But
what does jumping, or spitting, or latching Wik's tongue as closely
to the "current mouse cursor position" really mean when
he can only jump horizontally about as far as he is tall, or launch
his tongue less than 1/3 the full height of the screen, or spit
multiple objects of differing masses? Well, it means that there
is a lot more internal calculation and prediction happening than
people generally realize, all of which is designed to make Wik feel
like he is doing 'the right thing' from the players perspective.
For example, when the player clicks the jump button, Wik will normally
calculate a jump trajectory that has the center of his mass traveling
through the center of the mouse cursor, but when he is stood on
a platform and the player clicks for a jump anywhere close to the
edge of that platform, Wik does just about everything in his power
to jump without falling off the edge of that platform.
Another
example of the interpretation of what the player "probably
wants to do" includes tongue latch click positions, where the
literal player input may be heavily modified so that as Wik jumps
through the air, he searches for an optimum swing position around
the click location rather than risk missing a latch altogether and
possibly falling to a place where he loses a level because he fell
into a pit of scorpions. The game is designed to do as much as it
can to help the player have a positive experience, erring on the
side of helping perform an action successfully rather than blindly
accepting that the player must have meant to fall to his doom when
he clicked just 4 pixels outside of a tongue latch area.
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