This post is from the Origamer’s Blog as written by Karatti. It goes further into the changes for the game.
While examining the paper prototype that we’ve put together for use as our level design, something quickly became apparent – The change gates were not necessarily compulsory. Theoretically, one could never make a change, and still finish the level as quickly as if she had hit every change gate exactly on-time. While this may have been attractive for young gamers, it presented a more fundamental problem – There was little replayability outside of just loading up the game and choosing a different character to be first. Considering that the poses and transformations were to be one of our main “hooks,” this presented a problem.
As the leads consulted together, we talked about different possibilities. The first was a “looping” mechanic that would bring the player back around to the change gate if he missed it the first time around, giving him opportunities until he finally did the motion correctly. While this initially made us smile, we could see how this may become frustrating.
Other ideas included more complex and branching levels, encouraging exploration in order to find the “best path,” but such trial and error seemed a little less than compelling.
Finally, Josh and Jorge put together an interesting idea of using Temple Run as a model, with the transformations taking the place of the turns, and thereby giving us a model to increase the speed of the game. With this idea, we’ve decided to implement the mechanic behind the “looping gates” into something different and unique.
In what we’re calling “dynamic transformations,” the player will theoretically be able to play the entire, single-track level without ever changing. Instead of forcing the player to change, the player will instead be rewarded for changing, with an optimal form as the “fastest” in a certain part of the level.
By example, the Ox is the fastest swimmer, and so will move the fastest through a water section. If the player instead chooses to remain a cat, he’ll flail his way across the area, but will lose considerable time, unless he changes into the ox, at which time he’ll speed up. By the same token, if the player is trying to get through a small tunnel, the rat is her best bet, but the ox can just crash his way through it at a slower pace if she so chooses.
This dynamic system should allow for incentives to learn the poses and time the movements accordingly. As well, it will allow players of any skill level to play the game without being frustrated by having to “redo” sections if they miss a change gate. The entire level, in essence, will be a change gate.
During this discussion, the idea of “Epic Poses” came up, which seemed like an interesting addition. Borrowing an aspect of rhythm games like Rock Band or Guitar Hero, when the player hits an “Epic Pose Zone,” the game will slow down a little, and the player will need to correctly match a sequence of poses in succession. If he’s successful, this will trigger an “Epic Event,” which may include influences of anime “combat” scenes, or something to that effect. This will offer the player an awesome reward, as well as a significant shortcut which should help times, and encourage more skill instead of just barreling down the track.
Finally, the track has been determined to utilize three “slots,” and for the player to jump from one to the other instead of being free to move all over the track at will. Especially considering the speed that we’re aiming for, this should help the player to remain focused and invested in the gameplay instead of fighting against the Kinect to get it to do what it wants to do. As well, this takes some of the focus off of the steering and places it back onto the transformations, where it belongs.
We feel that this is a productive change, and though the “branching” system is simply cleverly hidden within the new design, it feels a little more fluid than it was. Also, this should significantly reduce the size of assets for the art team, though it may invariably increase the number of required animations. We’ll have to go down this path a ways and see how it goes.