created by mads caspersen hans petter ellingsen kristian jespersen christoffer holmgård pedersen...
TRANSCRIPT
Created by
Mads CaspersenHans Petter Ellingsen
Kristian JespersenChristoffer Holmgård Pedersen
Jasper TheisenKenni Skafte Mortensen
What is Bongo Hero?
Fusion of two game genres!Rhythm
Time pressure puzzles
Rhythm puzzle game for consoles
The story so far…
Dr. Bongo is a high-energy physicist dedicated to bring back the groove to the world mon’
Using his scientific skills and his superintelligent monkeys he travels through time and intervenes at points of especially low groovyness
So let’s play already!
Demo:The level you’ll see takes place in the 80’s where Dr. Bongo has arrived to save the cocaine sniffing yuppies from the terrible fate of superficial elektropop
Dr. Bongo makes the yuppies dance to a new tune by drumming his bongos; the rhythms ultimately destroying the evil Wall Street Tower of Power
Characteristics
RhythmsRepetitive…
…but that’s good in rhythm games
… and you choose which rhythm to play on the fly
Perfectionistic gameplay
Stressing
Time pressure
Immersion
PuzzlesOverview
Strategy
Easy to generate new levels – easy to hard
Outmersion
Core game mechanics
Correct rhythms yield points
Balancing points with time
Staying within acceptable intervals
Monitoring values under pressure
Movement between levels
Fun Factors
Frenzied gameplay under time pressure
Implicit yet complex puzzle solving
Rapid increase in skill while playing
Special controllers
Comic, cartoonish style
Development proces
Iterative development proces
Driven by playtestingInformal internal testing
Formalized playtests
Early stages of development
Focus on development of rhythm features
Interimistic GUI
Informal testing of rhythms and various keyboard mapping
Results:Mappings changed to KB areas rather than specific buttons
Rhythms adapted regularly
First version of graphics
First realization of actual in-game styleFirst implementation and choice of colour-coding of different KB zonesStill informal in-team testingResults:
KB zoning much better than single button mapping
Introduction of avatar
Coloured dots moved to bottom of screenFeedback on rhythm integratedAnimated avatar introducedInformal testing with non-team playersResults:
Feedback essentialNeed for ’current dot’ indicator
Puzzle implementation
’Current dot’ indicator added
Feedback meters added
Indicate different levels current values
Time indicator and formalized PT
Timer added for representing loosing condition (time up)
Meters in action – actual values removed
First formalized playtest (next slide)
First formalized PT - results
Concept solidYellow meter means optimal value is non-transparentDifficulties of levels very differentLimited visual bandwith; focus on bottom barMore visual and especially auditive feedback needed
More visual feedback…
NPC’s ad to narrative and vastly enhance game world
Dancing indicates level value and meter value
Redundant information highlights important values
Dr. Bongo indicates active level
Special controllers added
Gamecube DK bongo-controllers
Add immersion by mirroring virtual world in real world
Easier control
Playtest with bongo controllers
Significantly reduces control difficulty
Added immersion
… but still less than optimal mode of interaction – players want more bongo-feel
Future playtest interests
Tweaking of level values
Rhythm difficulties
Adding more feedback
Rewards and penalties
Visual and auditive style
Lose and win conditions
Level editor• Create your own beats
• Create the layout your self
• Choose between backgrounds
• Choose node graphics
• Exchange levels online
Multiplayer Mode
• Battle on the same level
• Affect the same meter
• First to reach his predefined state wins