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2. Developed
a fully destructible world on the DS.
Most of the world in Hulk DS's levels can be destroyed. A tile-based system, the levels
contain three states: healthy, damaged, and destroyed. Through punching,
smashing and throwing objects, the player destroys the world to open up
alternative paths, reveal hidden objects, and just bash the crud out of stuff. Engineering
such a system on the DS challenged our programmers and artists alike.
Engineering a fully destructible world, while
simultaneously developing the engine for wireless download via the Wii and
building the rest of the game, was a significant programming task. However, it
was a feat we accomplished successfully.
The four-person engineering team
rearranged and reused existing technology wherever possible. Programmers
leveraged Maya for level building and Lua for scripting. This allowed the
design team to build levels and script enemies and events themselves, thus
freeing up the engineering team to continue work on other features.
While the top screen displayed the playfield,
the DS's bottom screen featured a scout map. An interactive map of the entire
level, the scout map tracked tile destruction in real time.
As the player
smashed up or down a building in the top screen, for example, the bottom screen
tracked that destruction. Dragging a finger across the scout map automatically
paused the game while the player peeked at upcoming enemy configurations or
plotted routes.
Our environmental artists created three states
for each tile to reflect its descent from healthy, to damaged, to destroyed. While
some tiles were reused with levels (Times Square, for example, has urban
building tiles repeated throughout), creating three states was an immense
effort tantamount to creating three times the number of levels in the game. Despite
the large workload, our three environmental artists delivered strong work.
While the destructible environments were
tile-based, our artists employed clever tricks to obfuscate that fact.
Healthy
tiles formed into skyscrapers, for example, are fairly tiled by design. As the
player damages a tile, broken elements -- such as jagged bits of rebar,
irregular jags of broken glass -- extend beyond the damaged tile's boundaries
and into adjacent tiles, be they healthy or damaged, thus avoiding a clearly
defined, checkerboard appearance.
In addition, because the artists had created
two damaged states for each tile that we randomly summoned, even fully
destroyed buildings did not look repeated or tiled.
3. Found
positive compromises with the publisher that added to the game.
Throughout the course of the project there was
constant discussion with the publisher regarding various game features.
In most
cases, we were able to agree on changes that addressed the spirit of the
publisher's concerns, while keeping development in scope and adding to the game's
fun factor. For example, publisher feedback resulted in knockback, turning
enemies into weapons, as well as a wider variety of weapon objects for Hulk to
hurl at his foes.
The best example of a positive compromise with
the publisher came with changes to the control configuration and the
destructible environment. The control configuration was the source of much
discussion over the life of the project.
In short, we came to a good compromise
to the control configuration that sustained the lead designer's vision while
addressing the publisher's desire to give a broader spectrum of players control
over Hulk's amped-up Rage attacks and movement.
A side effect of these changes was that Hulk's
attacks destroyed objects with a single button press instead of two. While this
added to the sense of Hulk's power and simplified the control configuration, it
would make one of our three damage states for each tile irrelevant.
Suddenly
tiles could go directly from healthy to destroyed, with no need for a damaged
state. As developers, we're used to sometimes having to discard work, but this
would result in the aforementioned "checkerboard" look to the
environment, a concern for our client.
Our solution was to randomize the damage
system to choose either the damaged or destroyed state for any destroyed tile.
Rather than abandon the tiles' damaged state versions, we leveraged those tiles
to create a more varied, less repetitive environment. By doing so, we addressed
our publisher's concerns, validated the effort of our environmental artists,
and gave the players a better-looking game.
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I'd love to see more postmortems on games that may not be as well received as others, but were nonetheless products of hard work and dedication. Postmortems like this one can provide insight on why some games had certain issues, and on how can other developers improve on tackling such challenges with their own projects.