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Flip's Twisted World Developer Journal

How Do You Twist the World?

by Douglas Gregory - July 27, 2010, 9:35 am EDT

Creating the gravity-changing gameplay in Flip's Twisted World

The idea for Flip's main mechanic – the ability to twist the world, turning gravity on end – came to me from the works of M. C. Escher. Escher was a Dutch artist famous for his mind-bending optical illusions. One of his most famous works is a lithograph titled Relativity, which shows a mixed-up room with stairways, doors, and windows at all sides and all angles, complete with figures happily walking up the "walls" as they go about their daily activities.


Escher's Relativity

I'd long been intrigued by this piece of art (okay, I confess, I fell in love with it ever since the movie Labyrinth, starring Davie Bowie), and wanted to find a way to experience a twisted-up world like that, in a game. What if you could change your gravity at will, walking up walls and ceilings to reach your goal?

So I came up with a set of game mechanics:
• You can twist the world in 90 degree increments. So a wall becomes a flat floor for you to fall onto, not a ramp to slide off of. Also, you can't go straight from floor-to-ceiling, a limit we exploit in our puzzles.
• You can only twist in the cardinal directions. Again so you land flat on a wall, not wedged in a corner. This means you can look for twisting opportunities by keeping an eye on what is directly north, east, south, and west.
• If you fall too far, you're set back. Otherwise players could just drop themselves straight to the goal. We keep the penalty light, though, so nobody is punished for exploring and trying new ideas.
• Some nearby objects will twist with you. This lets you use your control over gravity to move things you can't reach, bringing a whole new set of challenges and techniques into play.

It's amazing what you can do with just those four rules.  With one twist, walls become floors, pits become paths, and obstacles become opportunities. It completely changes the way players move around 3D worlds.

Even so, my first attempt at a game with these mechanics was... clunky. I was working alone in Flash, and even simple levels got hard to see and move around. The number of different ways to twist a cube-shaped room meant a lot of confusing buttons around the screen, and the visuals and character design were rather lacking too.

The original Flash demo.


How You've Turned my World...


When I joined up with Frozen North Productions and developing on the Wii became a possibility, we all saw a natural fit. With the Wii Remote's gesture recognition we could literally put the world in the palm of players' hands, letting them twist the world in true 3D with a flick of the wrist. Taking advantage of the Wii's graphical power, combined with Frozen North's incredible art team, we would be able to create rich, vibrant 3D worlds, solving the visual issues in my early, low-tech prototypes.

The next challenge was figuring out how to use the Wii to capture the gestures we needed. Unfortunately, it's not as easy as waiting for the remote to tell the game "I've been twisted left!" The Wii Remote doesn't know what "left" is (or "twisting" for that matter, though the new Wii MotionPlus helps there). All the Wii Remote can tell us is acceleration. Inside there are three accelerometers that tell you how much the remote is accelerating in the x, y, and z dimensions.Not all acceleration is movement, though. The Earth's gravity shows up as acceleration even when the Wii Remote is still, and moving it a constant speed doesn't show up as acceleration at all.

Have trouble visualizing it? I was too, so I had to build some tools to help see what different kinds of twists and turns "look" like visually, in terms of acceleration.


The Wii Remote Acceleration Chart

The answer is: they don't look like very much at all. The trouble we discovered is that everyone holds the Wii Remote a little differently. While I hold it tilted a little to the right, one of our programmers holds it pointed almost straight up. The acceleration pattern I get when I turn left looks like what he gets if he goes right.


Getting to Know You


Our trick to solve this was to have the game learn how the player likes to hold the Wii Remote.  Whenever the Wii Remote isn't moving much, we use the acceleration from the Earth's gravity to make a guess at how the player is holding it. Bit by bit, that guess gets better over time. Then, using a handy math trick, we subtract that "rest" position from the acceleration while the player is twisting, giving us a standard-looking acceleration pattern, no matter how the player was holding the Wii Remote at the start.

It's not perfect. If you normally hold the Wii Remote upside-down when you play (ouch), you might find twisting the world acts a bit weird. Changing your pose right before you twist can cause problems too, because the game hasn't had enough time to learn your new "rest" pose. When in doubt, give it a second and try again – we're pretty happy with how quickly it corrects itself.

Look Before You Twist

The final step in getting the twisting feeling just right was to make sure the player can see which way the world is about to turn before it does. This is done with a pair of glowing arrows that orbit the character Flip whenever the player is holding the B button, about to twist the world. The direction the arrows spin shows which way Flip will fall once the gravity changes, and their colour shows whether or not it's a good idea. When they're blue, Flip is on track to land safely. When the arrows turn orange, it means twisting that way could leave Flip falling into the sky. If players decides not to twist after all, they can turn the Wii Remote back to their rest position and the arrows will disappear, showing that it's safe to release the B button without gravity changing.

The choice of orange and blue, incidentally, rather than red and green, is to make sure the game is fun for colour-blind players. The most common form of colour-blindness makes it difficult to tell the difference between red and green, but most colour-blind people can distinguish blue and orange pretty reliably. Thinking hard about details like these keeps the game fair and fun for everyone.

On that note, you may be feeling angry if you're a gamer who doesn't like using gesture controls at all. Not to worry: if you don't like using gestures, you can use the analog stick instead. We were thinking of you too!

Let's Do the Twist

You'll get a chance to try it yourself September 21, when Flip's Twisted World hits store shelves. On behalf of the whole team here at Frozen North Productions, I hope you have a great time putting the world in the palm of your hand, and seeing where a little twist can take you!



Douglas Gregory is Frozen North Productions' Lead Designer. Doug has a passion for math and art and all the places they intersect, and is the brain behind the core game mechanics and visual material effects in Flip's Twisted World.

Images

Talkback

I had only heard the name before reading this, but the game actually sounds fascinating. I appreciate the explanation of accelerometers, because there's a lot of misinformation and general ignorance about how the Wii Remote actually works. But as the designer notes that Wii MotionPlus can actually detect twisting, I hope that accessory will be supported as an option. The blue/orange arrow indicators sound like a great idea, especially since the flip won't take place until you release B. (Maybe a little like throwing in Boom Blox?)

BeautifulShyJuly 27, 2010

Is there a chance that Doug will come on to the forums and talk with us?

That detecting the way you play is a great idea. It was done wonderfully in Helix for Wiiware.
Yes In have been keeping track of this games progress and I do like the concept of it.

I played a demo of the game two E3s ago and really liked the concept, but found myself frustrated and confused by the twist mechanic's controls. I'm glad to see Frozen North spent so much time working on the controls, because Doug isn't kidding when he says there was "trouble".

I also played that demo with TYP and I was initially interested in this game, but then I was so turned off by it. However, they've had more than a year to work on it, and as far as I know, they took the E3 critiques to heart and tried to work them out.

DMGregoryDouglas Gregory, Guest ContributorJuly 29, 2010

Quote from: Maxi

Is there a chance that Doug will come on to the forums and talk with us?

Hello, Maxi!  Doug here.  Sorry for the delay, I was just alerted to your comment by a coworker today.  I'd be happy to answer some questions here.  I hope you won't mind if my replies are a little delayed - we're swamped here at Frozen North working on our next title.

Quote from: NWR_Neal

I also played that demo with TYP and I was initially interested in this game, but then I was so turned off by it. However, they've had more than a year to work on it, and as far as I know, they took the E3 critiques to heart and tried to work them out.

We most certainly have taken those critiques to heart.  Post-E3 we overhauled the game's visuals, including an all-new lighting system, and fixed a lot of inconsistencies in the twisting and combat mechanics.  I'm sorry the early version turned you off; we have to admit it really wasn't ready to show at that time.  I hope you'll give the finished product a try, and have a lot more fun!

Thanks to everyone reading for your interest!

Doug, just on the basis of this first entry in the developer diary, I am very inclined to check it out when it hits, and since I'll be formatting all of the subsequent developer diaries, I expect to get even more excited.

BeautifulShyJuly 29, 2010

Oh wow we don't get many developers here.
Hmm questions...
Was the reason for the delay to work on it more or was it to avoid a certain other platformer from taking away the spotlight of this game?

What type of music will be in the title?

Hmm how much will it cost?

DMGregoryDouglas Gregory, Guest ContributorJuly 29, 2010

Hi Maxi,


You hit the nail on the head: our publisher didn't want to release at a time when we'd get eclipsed by Super Mario Galaxy 2.  The hope is that waiting the summer will give Wii gamers' appetite for 3D platformers a chance to grow again.


The music in the game is all done by the legendary Tommy Tallarico, of Electric Playground and Video Games Live fame. He's easily the most prolific game composer, and what he created for Flip's delivers on his long reputation for musical excellence.  We asked him to evoke some of the memorable feeling of classic platformer games like Mario, Sonic, Donkey Kong Country, with a little of Zelda thrown in. He ran with that, adding his own signature spin, so that should give you an idea.


We don't determine the price for the title, but taking a quick look at a few game retailers' websites, it looks like most are planning to sell it for $29.99. That's not an official statement, so don't quote me on that. ;)

BeautifulShyJuly 29, 2010

What do you think of the resergance of platformers this generation on the Wii?

I mean we have games like Wario Land:Shake it,New Super Mario Bros. Wii, Donkey Kong Country Returns, Epic Mickey, Flips Twisted World and Kirby's Epic Yarn.

Do you think it is good to have this many platformers out?

Quote from: DMGregory

You hit the nail on the head: our publisher didn't want to release at a time when we'd get eclipsed by Super Mario Galaxy 2.

That's a smart move. All too often publishers want to simply push the product out the door. Hopefully that also meant the development team got a few more months to tweak and polish.

Quote:

The music in the game is all done by the legendary Tommy Tallarico, of Electric Playground and Video Games Live fame. He's easily the most prolific game composer, and what he created for Flip's delivers on his long reputation for musical excellence.  We asked him to evoke some of the memorable feeling of classic platformer games like Mario, Sonic, Donkey Kong Country, with a little of Zelda thrown in. He ran with that, adding his own signature spin, so that should give you an idea.

Jonny held a fantastic interview with Tommy shortly before E3 2010 to get the word out about Video Games Live. He shares a lot about the process behind running a show like VGL, also talks about his work on Metroid Prime. Anyone who missed it should really check it out.

DMGregoryDouglas Gregory, Guest ContributorAugust 01, 2010

Quote from: Maxi

What do you think of the resergance of platformers this generation on the Wii?

Platformers are one of my favourite genres, personally, so I think this can only be a good thing. Having more platformer options on the market:
- gives players more choice and more gaming opportunities
- encourages more experimentation and exploration among devs, to distinguish their offering
- (if they sell) demonstrates to publishers the business case for funding more platformer titles


When it works, this feedback loop creates more fun (or profit) for everyone involved. There is the risk of a flood of mediocre titles riding the coat tails of more successful ones, but so far I haven't seen that in the latest platformer surge. In any case, there are enough sources of solid review information available now (like this site) to keep most gamers from being stung by shovelware. So, bring on the platformers, I say. There's still tons of room to explore and innovate in this genre.

Quote from: TheYoungerPlumber

That's a smart move. All too often publishers want to simply push the product out the door. Hopefully that also meant the development team got a few more months to tweak and polish.

Unfortunately, a delay in shipping doesn't necessarily come with more funding to extend development. To keep our studio in the black, we've had to move on from Flip's to new paying work in the meantime. While it would be nice to refine FTW even further, I think you'll like what we've been creating since then.

Hey everyone! There's a new entry in the diary about the character design of Flip.

BeautifulShyAugust 05, 2010

Hmm while most of the designs look nice there wasn't really a hook with them.There was something missing in them.I'm not sure what though.

Killer_Man_JaroTom Malina, Associate Editor (Europe)August 07, 2010

Is there a video I can watch? It sounds like you've come up with a robust system with which to realise the original concept, but I'm struggling to visualise how it all plays out. Camera viewpoint, for example. I assume you'd need quite a lot of control over the camera to examine the level layout ahead of you. But how does the camera track Flip as the gravity changes while making sure you still know where you are and where you will be? That's what I'm trying to wrap my head around.

The third entry, about the game's story and voice acting, is up.

MoronSonOfBoronGarnet Red, Contributing WriterAugust 10, 2010

NEEDS SPOILER TAGS, ARRRGH

ToruresuAugust 13, 2010

I wonder if the name acronym FTW was intentional.

BeautifulShyAugust 13, 2010

I didn't even notice that. Maybe it was.

MGladneyMitch Gladney, Guest ContributorAugust 16, 2010

Hey guys,

The synopsis doesn't give the WHOLE story away, just touched on a few key events.  ;)

As far as Flip's Twisted World matching up with FTW, that was purely coincidental. The name of the game we pitched was actually called up & dn. (Up and Down) The logo worked both right side up and upside down.

Thanks,

Mitch

These guys are good writers. I'm totally fascinated by this game's development.

Killer_Man_JaroTom Malina, Associate Editor (Europe)September 01, 2010

I just read the latest entry pertaining to the http://www.nintendoworldreport.com/devjournal/23954 boss design and really, it is a fascinating prospect, the idea of fighting a boss with the twist mechanic. I can't even conjure any imaginary scenarios, but there's absolutely a lot of potential there.


It has made me more enthusiastic to try out And Yet It Moves on WiiWare, which is probably the closest thing to Flip's Twisted World at this moment. Sure, I respect that a direct comparison might show them to be very different, but it is nevertheless also a platformer that lets the player alter gravity. In fact, it sounds like it has complete freedom in rotation as opposed to 90 degree increments; apparently, the answer to making complete freedom of rotation viable is to ensure none of the terrain or platforms are flat.

Mop it upSeptember 07, 2010

I must've missed this somehow, but I've just read this article. This game is starting to sound like a winner. I like what I saw on the quick list of game mechanics, especially the one about being able to try things without punishment. It leaves more room to experiment and have fun figuring out puzzles. Interesting visualization of the Wii Remote... it sounds like it's a bit complicated to work with. I guess I now know why some companies have such trouble getting it to work right. Their way around the different positions people hold it is rather ingenious. I hope it works like they say.

Quote:

Platformers are one of my favourite genres, personally, so I think this can only be a good thing. Having more platformer options on the market:
- gives players more choice and more gaming opportunities
- encourages more experimentation and exploration among devs, to distinguish their offering
- (if they sell) demonstrates to publishers the business case for funding more platformer titles


When it works, this feedback loop creates more fun (or profit) for everyone involved. There is the risk of a flood of mediocre titles riding the coat tails of more successful ones, but so far I haven't seen that in the latest platformer surge. In any case, there are enough sources of solid review information available now (like this site) to keep most gamers from being stung by shovelware. So, bring on the platformers, I say. There's still tons of room to explore and innovate in this genre.

I've got nothing to add to this, I just wanted to say I pretty much agree with all of it.

BeautifulShySeptember 07, 2010

I'm really liking the design of the bosses. These days most bosses are realistic looking. It is nice to see this type of design.

Formatting and posting these every week has been an absolute pleasure. I will be sad when I don't have an e-mail from Majesco PR in my inbox every Monday or Tuesday.

FlipsterSeptember 07, 2010

"Originally, Butch was in the Glacier World's seas cleaning up a chemical spill from a potion sucked in from Master Fulcrum's lab, but when we decided to go in the direction of collecting Chapter Stones, he became a surly porpoise resolute on drilling the ice, searching for an elusive Chapter Stone."

Could this maybe have had anything to do with being controversial towards oil spills, or no? I guess since your idea of Chapter Stones has been around before the recent oil spill that is unlikely, but it still seems like an interesting coincidence, or maybe it's just me over-thinking it  :P:

I also enjoyed your guys' throwaway story, mostly for two reasons:

1. For me it's always been about the events and characters in a video game, not necessarily the main plot, but how the player progresses through that main plot and what memorable characters and events are experienced along the way.

2. Since Flip is actually in a far-off land inside of a magical book, if a sequel ever arises not only could you show a more consistent or in-depth universe if desired (much like what Banjo-Tooie was to Banjo-Kazooie), but it would also be less constraining for the plot to create a whole other universe with new characters and worlds without it seeming like an inorganic or unnatural progression.

Personally I always tend to love the first of a platforming series the most for having all of the basic themes (Super Mario 64, Jak and Daxter: The Precursor Legacy, Banjo-Kazooie, etc.), but more and more am I starting to appreciate a series' progression into a universe that is more of it's own, although that doesn't mean it NEEDS to be dark like Jak 2 or Banjo-Tooie.  :)

Mop it upSeptember 08, 2010

Part Two? Where is Part One?

EDIT: Silly me! I totally missed the sidebar with all the other entries posted. Looks like I have some more reading to do...

UltimatePartyBearSeptember 15, 2010

This developer diary has been a real treat, and it worked to not only put this game on my radar, but make me very interested in it.  I especially liked the bit about Flip's hit box getting wedged in the level geometry and doing weird things.  I've seen some really hilarious, but also some really frustrating bugs that come from that kind of thing.

I really appreciate the latest entry.  The TEV is a mysterious black box to most, so it's nice to not only see it getting use, but mathematical explanations of how it can be used creatively.  Heck, I haven't even seen NintendoWare mentioned anywhere since 2007.  I hope you guys have a chance to play with the lower-level TEV stuff and give Nintendo and High Voltage Software a run for their money!

ejamerSeptember 27, 2010

Wow, what a great (ongoing) read.  Thanks very much to the Frozen North Production guys for sharing, and for NintendoWorldReport for hosting.


Best of luck with the game.  If it turns out half as good as it looks then it'll be worth owning.  :D

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