Design In Detail: Controlling Land Sliderstwvideo01.ubm-us.net/o1/vault/gdc2016/... · So just to...

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Design In Detail: Controlling Land Sliders Luke Muscat Creative Director, Prettygreat™ @pgmuscat Note: Many of these slides do not have notes or completed notes! Please watch the talk on the vault for the full experience. These slides mostly exist as a reference or archive for those who want it. <3 Luke

Transcript of Design In Detail: Controlling Land Sliderstwvideo01.ubm-us.net/o1/vault/gdc2016/... · So just to...

Page 1: Design In Detail: Controlling Land Sliderstwvideo01.ubm-us.net/o1/vault/gdc2016/... · So just to recap, the system already looks like this: Starting to get a lot of systems on top

Design In Detail: Controlling Land Sliders Luke MuscatCreative Director, Prettygreat™ @pgmuscat

Note: Many of these slides do not have notes or completed notes! Please watch the talk on the vault for the full experience. These slides mostly exist as a reference or archive for those who want it.

<3 Luke

Page 2: Design In Detail: Controlling Land Sliderstwvideo01.ubm-us.net/o1/vault/gdc2016/... · So just to recap, the system already looks like this: Starting to get a lot of systems on top
Page 3: Design In Detail: Controlling Land Sliderstwvideo01.ubm-us.net/o1/vault/gdc2016/... · So just to recap, the system already looks like this: Starting to get a lot of systems on top
Page 4: Design In Detail: Controlling Land Sliderstwvideo01.ubm-us.net/o1/vault/gdc2016/... · So just to recap, the system already looks like this: Starting to get a lot of systems on top
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First game3 developers, 4 months

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Landsliders had a lot of interesting challenges and designs: 3D procedural generation, Real world integrated menu systems, ARG

Talking about all the challenges we faced when making a relatively “simple” touch screen interface. Highlighting challenge of balancing feedback from different sources.

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How difficult it can be to make something that seems so so simple. Going to look at the evolution of this design and all the little details that go into making it feel as good as possible. How feedback often doesn't fit nicely into a “this is right and this is wrong”

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Video of playing the game

Drag the world Collect stuff Avoid baddies

Game allows for a lot of precision, speed etc.

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Video of playing the game

Drag the world Collect stuff Avoid baddies

Game allows for a lot of precision, speed etc.

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Balancing act

We did a LOT of play testing at every single step Deeply expressive controls So many different styles and preferences Trying to make everyone happy but basically impossible

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Basic design sketched up on a plane. Based on scrolling safari (next slide)

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video of scrolling safari

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video of scrolling safari

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Glued To Finger● too fast when moving quickly

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Factorial movement + max speed

Effectively world gets turned into physics object

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~3 days of prototyping

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~3 days of prototyping

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found this in one of my old videos, notice the invert button up the top right! The button nobody wanted…

Page 25: Design In Detail: Controlling Land Sliderstwvideo01.ubm-us.net/o1/vault/gdc2016/... · So just to recap, the system already looks like this: Starting to get a lot of systems on top

found this in one of my old videos, notice the invert button up the top right! The button nobody wanted…

Page 26: Design In Detail: Controlling Land Sliderstwvideo01.ubm-us.net/o1/vault/gdc2016/... · So just to recap, the system already looks like this: Starting to get a lot of systems on top

found this in one of my old videos, notice the invert button up the top right! The button nobody wanted…

Page 27: Design In Detail: Controlling Land Sliderstwvideo01.ubm-us.net/o1/vault/gdc2016/... · So just to recap, the system already looks like this: Starting to get a lot of systems on top

An aside: laggy input● need to ignore frame #1, as it will stop

the player for 1 frame. ● means all input is delayed by 0.016

seconds!

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Player does not have any intent as far as the system is concerned at frame #1 Introduces 16 milliseconds of lag Doesn't seem like much, but just you wait….

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SPECTRUM #1: Style● Slow and Steady / Accuracy ● Lunatic / Generalised Swipes

Started play testing on our selves and immediate friends and family 2 kinds of opposite styles emerged Considered this to be good! Slow and steady was kind of exhausting….

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adding magnetism reduces the need for super fine control

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adding magnetism reduces the need for super fine control

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Adding magnetic coins instantly pushed the whole spectrum towards generalised swipes, more in line with original vision

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Edge Deaths

Because its so fast, you tend to die like this a lot: Tried adding warning arrows etc, but was too messy and noisy

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Edge Deaths

Because its so fast, you tend to die like this a lot: Tried adding warning arrows etc, but was too messy and noisy

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Slowing down the game made it much easier, but traded off for people saying it was too laggy Zooming out the camera actually has the same effect as slowing the game around, based on the games core conceit

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totally false, everyone goes max speed always forever

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Max speed is reasonably close to the max speed ~260ms for visual stimulus 16 frames +1 frame because laggy input + 1 frame is non trivial (almost 6%!) So need to provide a bare minimum of 17 frames of warning in the worse possible case

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Problem is, the best and worst case are actually super different

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Technically much more complicated because perspective…

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Page 43: Design In Detail: Controlling Land Sliderstwvideo01.ubm-us.net/o1/vault/gdc2016/... · So just to recap, the system already looks like this: Starting to get a lot of systems on top
Page 44: Design In Detail: Controlling Land Sliderstwvideo01.ubm-us.net/o1/vault/gdc2016/... · So just to recap, the system already looks like this: Starting to get a lot of systems on top
Page 45: Design In Detail: Controlling Land Sliderstwvideo01.ubm-us.net/o1/vault/gdc2016/... · So just to recap, the system already looks like this: Starting to get a lot of systems on top

Related to specifically the physics behaviour after the player lifts their thumb

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add a fake calorie counter here?

Page 47: Design In Detail: Controlling Land Sliderstwvideo01.ubm-us.net/o1/vault/gdc2016/... · So just to recap, the system already looks like this: Starting to get a lot of systems on top

add a fake calorie counter here?

Page 48: Design In Detail: Controlling Land Sliderstwvideo01.ubm-us.net/o1/vault/gdc2016/... · So just to recap, the system already looks like this: Starting to get a lot of systems on top

add a fake calorie counter here?

Page 49: Design In Detail: Controlling Land Sliderstwvideo01.ubm-us.net/o1/vault/gdc2016/... · So just to recap, the system already looks like this: Starting to get a lot of systems on top

add a fake calorie counter here?

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Linear Friction

After adjusting friction up and down endlessly…

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So just to recap, the system already looks like this: Starting to get a lot of systems on top of systems on top of systems….

Some of these systems also had to interact with others that slowed down the game when pulling past objects, allowing camera peeking etc.

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Game is beginning to look like an actual game… started to add all of the art

Page 57: Design In Detail: Controlling Land Sliderstwvideo01.ubm-us.net/o1/vault/gdc2016/... · So just to recap, the system already looks like this: Starting to get a lot of systems on top

Took the game to WWDC and did a lot of testing, demoing to apple people. This time I took my iPad mini and something super interesting happened

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Skews depending on device Not nessecarily bad, but people who played with the thumb onboard faster People with finger controls would sometimes panic and just jump off cliffs etc

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Thumb joint acts very differently, has greater range of movement, primarily used in different activities to the fingers (first carpometacarpal joint)

Page 60: Design In Detail: Controlling Land Sliderstwvideo01.ubm-us.net/o1/vault/gdc2016/... · So just to recap, the system already looks like this: Starting to get a lot of systems on top

Even Apple’s own ads have stuff all about how your thumb is the way to interact with their screens!

Page 61: Design In Detail: Controlling Land Sliderstwvideo01.ubm-us.net/o1/vault/gdc2016/... · So just to recap, the system already looks like this: Starting to get a lot of systems on top

Even Apple’s own ads have stuff all about how your thumb is the way to interact with their screens!

Page 62: Design In Detail: Controlling Land Sliderstwvideo01.ubm-us.net/o1/vault/gdc2016/... · So just to recap, the system already looks like this: Starting to get a lot of systems on top

Even Apple’s own ads have stuff all about how your thumb is the way to interact with their screens!

Page 63: Design In Detail: Controlling Land Sliderstwvideo01.ubm-us.net/o1/vault/gdc2016/... · So just to recap, the system already looks like this: Starting to get a lot of systems on top

Even Apple’s own ads have stuff all about how your thumb is the way to interact with their screens!

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Thumb tutorial start world want to gently nudge but also careful not to flatten out personal play styles and prefs

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Fences to stop panic reversal Slowly get removed in later levels as players skill improves After we added, realises how terrifying no fences are!

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First hints of the next big issue!

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Make it feel like world is moving

Pumping up the feedback to make the world feel like its being dragged around

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Started adding life to the characters. Didn't want to animate and make character feel “in control” Focus on secondary motion Because the character moves and not the world, we actually feed in forces to the player based on the inverse of the player velocity…

Page 69: Design In Detail: Controlling Land Sliderstwvideo01.ubm-us.net/o1/vault/gdc2016/... · So just to recap, the system already looks like this: Starting to get a lot of systems on top

Started adding life to the characters. Didn't want to animate and make character feel “in control” Focus on secondary motion Because the character moves and not the world, we actually feed in forces to the player based on the inverse of the player velocity…

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Also gave us the idea of trying inanimate objects that should effectively have no agency

Page 71: Design In Detail: Controlling Land Sliderstwvideo01.ubm-us.net/o1/vault/gdc2016/... · So just to recap, the system already looks like this: Starting to get a lot of systems on top

Also gave us the idea of trying inanimate objects that should effectively have no agency

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Physics trees Also tried: leaving trails on particle systems (too intensive) Shaking and rumbling effects (too exhausting)

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Physics trees Also tried: leaving trails on particle systems (too intensive) Shaking and rumbling effects (too exhausting)

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Posted trailer online Immediately caught some flack for the characters not looking animated enough Started trying to do some of the suggestions

Page 77: Design In Detail: Controlling Land Sliderstwvideo01.ubm-us.net/o1/vault/gdc2016/... · So just to recap, the system already looks like this: Starting to get a lot of systems on top

Posted trailer online Immediately caught some flack for the characters not looking animated enough Started trying to do some of the suggestions

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Posted trailer online Immediately caught some flack for the characters not looking animated enough Started trying to do some of the suggestions

Page 79: Design In Detail: Controlling Land Sliderstwvideo01.ubm-us.net/o1/vault/gdc2016/... · So just to recap, the system already looks like this: Starting to get a lot of systems on top

Added full direction turning, so character faces the way they move

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Added full direction turning, so character faces the way they move

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The problem here is agency. Tried turning the player to face the direction, but now you feel like you are controlling the player, not the world This solution is a half way inbetween… This should have been just a nice visual change but it ties into all the previous issues.

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Like the Y axis war that has waged eternal

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And to a lesser extent “Natural” scrolling

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found this in one of my old videos, notice the invert button up the top right! The button nobody wanted…

Page 86: Design In Detail: Controlling Land Sliderstwvideo01.ubm-us.net/o1/vault/gdc2016/... · So just to recap, the system already looks like this: Starting to get a lot of systems on top

found this in one of my old videos, notice the invert button up the top right! The button nobody wanted…

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Tutorial world

Tried adding a tutorial world to help people get acclimated

We are REALLY ruining out of time for the release date of this game now

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Tutorial world

Tried adding a tutorial world to help people get acclimated

We are REALLY ruining out of time for the release date of this game now

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So who was right?● Lets do some stats

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So in the end the game release went totally fine. We won some awards.

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Page 100: Design In Detail: Controlling Land Sliderstwvideo01.ubm-us.net/o1/vault/gdc2016/... · So just to recap, the system already looks like this: Starting to get a lot of systems on top
Page 101: Design In Detail: Controlling Land Sliderstwvideo01.ubm-us.net/o1/vault/gdc2016/... · So just to recap, the system already looks like this: Starting to get a lot of systems on top
Page 102: Design In Detail: Controlling Land Sliderstwvideo01.ubm-us.net/o1/vault/gdc2016/... · So just to recap, the system already looks like this: Starting to get a lot of systems on top
Page 103: Design In Detail: Controlling Land Sliderstwvideo01.ubm-us.net/o1/vault/gdc2016/... · So just to recap, the system already looks like this: Starting to get a lot of systems on top

Comparing different regions

Page 104: Design In Detail: Controlling Land Sliderstwvideo01.ubm-us.net/o1/vault/gdc2016/... · So just to recap, the system already looks like this: Starting to get a lot of systems on top

Comparing different regions

Page 105: Design In Detail: Controlling Land Sliderstwvideo01.ubm-us.net/o1/vault/gdc2016/... · So just to recap, the system already looks like this: Starting to get a lot of systems on top
Page 106: Design In Detail: Controlling Land Sliderstwvideo01.ubm-us.net/o1/vault/gdc2016/... · So just to recap, the system already looks like this: Starting to get a lot of systems on top

pro tip: don’t make a game

Page 107: Design In Detail: Controlling Land Sliderstwvideo01.ubm-us.net/o1/vault/gdc2016/... · So just to recap, the system already looks like this: Starting to get a lot of systems on top
Page 108: Design In Detail: Controlling Land Sliderstwvideo01.ubm-us.net/o1/vault/gdc2016/... · So just to recap, the system already looks like this: Starting to get a lot of systems on top
Page 109: Design In Detail: Controlling Land Sliderstwvideo01.ubm-us.net/o1/vault/gdc2016/... · So just to recap, the system already looks like this: Starting to get a lot of systems on top
Page 110: Design In Detail: Controlling Land Sliderstwvideo01.ubm-us.net/o1/vault/gdc2016/... · So just to recap, the system already looks like this: Starting to get a lot of systems on top
Page 111: Design In Detail: Controlling Land Sliderstwvideo01.ubm-us.net/o1/vault/gdc2016/... · So just to recap, the system already looks like this: Starting to get a lot of systems on top
Page 112: Design In Detail: Controlling Land Sliderstwvideo01.ubm-us.net/o1/vault/gdc2016/... · So just to recap, the system already looks like this: Starting to get a lot of systems on top