|
3. Asset
creation consumed far more time than we anticipated.
The tile-based system we devised called for
artists to create three tiles for each square of gameplay. While this wasn't
three-times the overall amount of art we would have created for other
side-scrollers, it was a considerable art hit and technical challenge. We were
fortunate to have a great environmental artist with excellent tech
problem-solving skills.
Working with the programmers, he devised a system for
implementing the tiled elements within the memory constraints in a way that
kept them from looking tiled. He also created a first pass on all of the tiles.
However, the chore was immense, stressful, and is not anticipated to be
repeated.
Because the environmental art demands were far
more than we anticipated, we had to add two additional artists to the
backgrounds from alpha till the end. Taking the placeholder tiles created by
the initial artist, they shaped them up and extended the blurring effect
between the tiles to occlude any checkerboard effect.
The result, as noted
above, was good, since the worlds looked good. The commitment from these
artists was Herculean and not something we will or could repeat. Having
committed ourselves to the fully destructible world, however, we had no choice
but to add more staff and impact our budget.
4. Indecision
over control configuration delayed production.
Our
lead designer devised an innovative control scheme for Hulk. Rather than single button presses for Hulk's primary actions,
punch and jump, he prototyped in GameMaker (and later implemented on the DS) a
two-part system that used the X button as an amplifier for the punch and jump
buttons.
We called it the Rage button, since it gave Hulk a surge of energy
which amped his jump into a super one, and upgraded his punch into a doubly
destructive blow. Our designer, the primary champion for the control scheme, felt
this particular setup helped connect the user to Hulk's actions.
While
understanding our intentions, our publisher had reservations with the Rage
mechanic. Our publisher preferred that every player, even the youngest, have
the ability to make Hulk as cool as possible. Accessibility is, as we all know,
an important selling point.
We spent numerous calls and visits with the client deliberating
the Rage button's merits and ferreting interpretations out of user tests.
After
protracted debate (including internal debate), we peacefully concurred and
removed the two-button combo to trigger Rage effects.
However, the debate over
this feature unnecessarily affected several cycles, as well as the project's
overall timeline.
The publisher's job is to know what will appeal to the
broadest base of consumers, and while being too passive and "rolling over"
to any suggestion is a recipe for gameplay disaster, so is a developer being
too inflexible or too precious about their own design.
In hindsight, we should
have resolved the debate much earlier by simply removing the Rage button and
moving on. Once the decision to remove the Rage button was made, the issue was
buried and our progress proved unhampered.
Conclusion
Ultimately, though the fully
destructible environment was not as big a selling point as we had hoped, we are
very pleased with Incredible Hulk for
the Nintendo DS. Our team overcame some daunting challenges and learned many
lessons that they have taken with them to their new projects.
Though we had some conflicts with
the publisher, they were never highly contentious or irresolvable. In addition,
our relationship improved greatly over the last several development cycles and
in testing.
We finished our game on time and on a positive note. All things
considered, the game has been received well by the public and seems to have
many fans. Most importantly, however, the game is fun to play.
|
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.