[In an in-depth, honest Nintendo DS game postmortem, the creators of The Incredible Hulk game discuss making a 'fully destructible environment' title for handhelds, from GameMaker prototyping to 'Rage' button removal.]
Fizz Factor tried something new with the Sega-published The Incredible Hulk for the Nintendo DS. Taking our cue from the
latest Hulk film, upon which our game was based, we aimed to distill the big
green guy down to his essence -- smashing everything.
No stealth, no wimpy
Bruce Banner. 24/7 breaking stuff, period. Fully destructible environments -- on
a console title this may be an old hat, but on the DS, it's an impressive
novelty.
As far as we knew at the time, fully destructible
environments had not been tackled before on the DS. Due to cart space and
hardware limitations, it's always a big challenge for the platform. However, with
some clever programming solutions and rearrangement of budgeted art resources,
we conquered the problem, which thrilled us.
To our publisher and the public, however, the innovation did
not resonate as we expected. While fully destructible environments are
technically impressive and a first for the platform, in hindsight we probably
would have been better served to take a more conventional approach that
required less engineering and focused more on rich, not-all-that-destructible
environments.
Such an approach would have triggered other design and production
decisions that would have affected the game's outcome.
While the game turned
out well and is a minor milestone for the platform, developing the game with
fully destructible environments created hardships that could have been avoided.
What Went Right
1. Prototyped out all levels with GameMaker
before building them on platform.
Our lead designer was an avid user of
GameMaker, a PC-based game engine embraced by developers and hobbyists alike. As
the engineers were adapting our engine to support fully destructible
environments, our designers prototyped out each Hulk level in GameMaker.
Using simple sprites we created or nabbed
from other games, we laid out each level, enemy AI and the player package,
resulting in a great testing ground for gameplay.
To emulate the DS controller experience, we
used a PlayStation 2 controller for its D-pad and four input buttons. (Hulk had limited touchpad gameplay. For
other titles employing more touchpad, we've used a Wacom tablet and the PS2 D-pad
to emulate the DS input with GameMaker prototypes.)
Using these methods, prototyping
levels was quick -- a level came online in GameMaker in two to three days -- and
had tangible payoffs in pre-production and early production.
For one, the prototype enabled the designers
to suss out their design with tools they controlled. From level layout to
scripting, the designers created each level, its enemies, and Hulk's behavior
with this rapid prototype tool.
Having one designer sorting out problems,
puzzles, and behavior before engaging the other disciplines saved time up front
and got the team excited since they could see what the full game would feel
like within a couple of weeks.
Once the designers were happy with a level and
our DS engine was ready, the designers largely recreated their GameMaker levels
on the platform. Had we a way to export those levels to DS rather than rebuild
them, we would have saved even more time.
Another benefit of the prototype was it helped
us communicate our game vision to the client. Because we were revving on the
technology behind the fully destructible environments, we did not have a strong
playable to show our publisher early on. Instead, we had them play the
prototype.
This worked well for the first several cycles, since, as with our
team, it quickly conveyed the gameplay and excited our client.