Vans Developer Diary 05: Player Customization

February 18th, 2009 | BY: Chris Scrivens |  

I'm excited to tell you a bit more about how you, the user, can customize your experience in a number of different ways in our Vans game. The first, is the ability to pick from a wide range of board designs. There's a little something for everyone here. You're into 80's retro colours? We've got a board for that. You're into Death Metal? We've got a board for that. Overall there's 20 boards to choose from. Next, you've got your wheels. There's 10 different designs, so there's bound to be one that fits just right with your board. Being a skater myself, I wanted to make sure we are giving the player the chance to add that "flair" to their experience. I've included below some of the boards I'm really digging from the arsenal.

boards3

 

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Vans Developer Diary 04: Game Controls part 2

February 12th, 2009 | BY: Brian Robbins |  

Last time I wrote about the various ways we let the player move around the pool environment. While that is the most fundamental aspect of playing the game, it's something that should just work without the players having to think about it. In contrast performing tricks should not only work but should "feel" right as you do them, and should be fun to do. Again we tried several different things and ideas, and the screenshot above shows part of what we finalized on.

 

One of the exciting, and challenging aspects of an iPhone is that there's no buttons available for the player to press. While we could put artificial buttons on the screen that feels artificial. It doesn't make sense for the platform and we feel should be avoided wherever possible.

 

Without buttons we still have fingers and accelerometer input which we can key off of, thus our first test was the simplest. When the player was in the air you would tap to perform a trick. This actually worked incredibly well, with just one problem: you lose a lot of player control. We could either give the players just one trick to perform (boring) or we could automatically choose a trick based on where they are in the pool or something (also boring). We needed a way to let the player have more control over what move they could do.

 

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Vans Developer Diary 03: Game Controls part 1

February 10th, 2009 | BY: Brian Robbins |  

One of the most interesting challenges of creating games for a platform like the iPhone is figuring out a control scheme that really works. Ideally the controls should be completely natural to players so that the learning curve is as low as possible and players can spend more time playing, and less time learning.

The catch is that the iPhone is such a new platform there are no established standards for how to interact with the game. There is no thumbstick or arrow keys that people are used to using, and there's no A or B buttons to press.

While we have some good ideas on what might work well, we ultimately have to just test things out a bit and see what feels the best, and what just doesn't feel right at all. Today I'm going to talk about the basic player movement and next time I'll talk about trick execution.

Movement in a 3D game is actually pretty tricky since most people have issues (whether they want to admit it or not) in easily navigating and understanding 3D worlds. We knew that we wanted the movement to be accelerometer based but had to work to find something that was intuitive enough.

Our first attempt was an over the shoulder camera view. This actually worked out fairly well but it got a bit confusing as you came back into the pool and the camera flipped around quickly. You might think that you were going left but you ended up going right because of this.

Next we tried keeping the over the shoulder view but fixing the controls so that a tilt up on the phone always took you "North" in the pool and tilting left always took you "West", etc. We found that this worked great for experienced gamers, but got very confusing for casual players as you'd often times end up tilting left to go West, but moving right on the screen because of the direction you were traveling.

At this point we decided to drop the over the shoulder camera view for a bit and see if we could get a top down or isometric camera to work.

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Vans Developer Diary: 02

February 5th, 2009 | BY: Chris Scrivens |  

So I thought I'd post a little more info on the environment. The setting for the game is an abandoned California backyard with an empty pool that's yours for the taking. The sun is setting, the weather is perfect, no cops in sight! We went over countless rounds of revisions on this element of the game to make sure the mood is just right. Let us know what you think!

Pool A

Various debris and lawn furniture to give it a bit of a lived in feel

Pool B

Is that graffiti I see? Who left the gate open?!

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Skateboarding and Sushi

February 5th, 2009 | BY: Brian Robbins |  

Sometimes it's great getting to develop for such a diverse set of games as we get to here at Fuel. Obviously one of our biggest iPhone projects right now is the Vans skateboarding game (just a couple more days to help us name the game), but it's far from the only thing we've been doing.

Our team in Ottawa just wrapped up development for our first All Girl Arcade iPhone games - Sushi Toss. This is one of the more popular All Girl Arcade games and it was the most obvious choice to port over to the iPhone. The premise is simple, you just need to toss the Sushi from the chef up to Jessy, by flipping your iPhone up. The challenge comes from needing to time the tosses right to hit each of the moving plates on the way up.

Perhaps the best feature is that Sushi Toss ties into your user account at All Girl Arcade so you can still earn gems while you play!

We'll be posting a bit more on this in the next few days and it should hit the App Store just as soon as Apple gives it the thumbs up.

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What's up guys (and gals)

Allow me to introduce myself, Christopher Scrivens here and I am Art Directing the Vans iPhone Game here at Fuel. In the next few weeks I'll be keeping you up-to-date on some the visuals from the game. To start, I've posted a few screengrabs of Vans sponsered riders, Bucky Lasek and Omar Hassan. Using swipes on your iPhone or iPod Touch you'll be able to nail a BUNCH of tricks ranging from aerials, grinds and boardslides. Bucky & Omar will each have their own "special" moves, but we might tell you more about those later ;)

 

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Official Vans iPhone Sneak Preview!

February 3rd, 2009 | BY: Nick Iannitti |  

With the release of our official iPhone game for Vans coming up on us, we'll be rolling out more details, screenshots, and videos.  For now, ejoy this gameplay preview from an earlyier build of the game.

Even better head on over to Vans' site and help name the game!

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