Transcript GDC 2005
Innovative Touch Screen Controls
SPIDER-MAN 3 DS Postmortem
Muhammad Ahmed and Leo Zuniga
Vicarious Visions
Game Developers Conference 2008
Introductions
Who are these guys?
Leo Zuniga
(Lead Designer)
Muhammad Ahmed (Designer)
Vicarious Visions
We also wanted an “all access” pass!
Game Trailer
Session Overview
We’ll 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
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
Franchise History
Spider-Man 2 DS
Ultimate Spider-Man DS
Touch Screen Prototypes
Spider-Man 3 DS
Innovation Risks
Why change what works?
This is crazy?
Please don’t mess with the formula?
Believe in the idea, let it brew… (give it
time)
How did we accomplish this?
Prototype
Quick and dirty
White rooms
Prove ideas
Communicate vision
Docs only go so far
Game Stats
Development time
Team size
Number Levels/Missions
Open World Feel
Accolades
We love reviewers...
Sometimes....
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.”
Nintendo DS
Hardware Overview
Project Goals
Key Features
Primary Aesthetic Goals
Players feel that they are Spidey
No Frustration on Controls
Player exploration of handling within gameplay
space
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
Get a real writer
We have in-house guys to help during the
adaptation process
... but we were not going to talk about
this
Touch Screen
Full commitment
Convince project stakeholders
Kid testing yay!
Nintendo Demo
Wanted to bring something NEW to the next
big Spidey movie game!
Got their blessings
Fit Nintendo DS strategy ( Iwata CEO )
We knew we're on the right track
Touch Screen
Top Screen Vs. Bottom Screen
States
Tap
Hold
Release
Stroke
Etc…
Einstein Quote
Things should be made as
simple as possible---but no
simpler.
.
Made it
my self!
Nice suit...
...Could have been
simpler.
Inspiration
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
Controls Overview
Shoulder buttons issues
Mirrored controls
Minimal D-pad
Who here is lefty?
General traversal (right/left)
Jump
Webswing
Optimal Touch Screen
The Webzip Dilemma
One of Spidey’s main moves
What Gesture shall we use?
Several options
Tap hold ---> WTF
Tap drag ---> WTF
Checkmark Gesture ---> WTF
Double-tap ---> FTW... FOR THE WIN!
Relative vs. Non-Relative
Controls
Touch screen’s center represents Spidey
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
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)
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??
Combat States
Ground State
Ground Engaged
Air State
Air Engaged
Ground Web State
Gesture System
4 Key Gestures
Natural Mapping / Contextual Controls
Feedback is important
Stroke (8 variations)
Semi-circles (4 variations)
Circles (2 variations)
Double Tap
Player knows success
No need to look at touch screen
The Stroke
Core Moves
Punch-kick
Uppercuts
Throws
Dodge
Etc…
Gesture Demo
Video Here
Semi-circles and circles
Semi-circles
Web slams
Circles
The rodeo (everyone’s favorite sport)
Reflex moves (aka finishers)
Gesture Demo
Video Here
Double tap
Webbing
Additional traversal
Webzip
Gesture Demo
Video Here
Context controls
Pickup/Drop of peds
Valves
Switches
Disarming bombs
Using Warp Zones
Gesture Demo
Video Here
If You Can Web it You Can
Throw it!
Consistency throughout the game
Weak AI
Crates
Explosive Barrels (boom!)
AI and Touch Screen Controls
The player’s toys
Must compliment combat
Otherwise there’s little to the game
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 ---->
AI Types
o
Each AI had a weakness/tactical
vulnerabilities once exposed open the
door for a ‘can of whoop ass’ with the
touch screen inputs
Hero Points
Combo counter
Rewards variety
New moves unlocked
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!)
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!
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…
Now it's Your Turn...
Seriously ask us something...anything
Weather?
Favorite band?
Spidey vs Pirates vs. Ninjas?
THANKS FOR COMING!