![]() ![]() We wanted to see how we could simplify the controls, and how to do as much as possible without taking up too much screen space. We were really trying to think about how we can get as much variation as possible for the main character, Onimaru, with how many attacks and what kind of variation we can get out of one button. You don’t have the same kind of design space with something like a mobile phone. Sakabe: So this might kind of overlap with what we were saying in the last question, but if you take your typical console controller when you’re building an action game you’re trying to think about how you can divy out the controls across ten buttons or so. ![]() That’s what we were looking at when wanting to design the game.ĭo you find that the touch controls added anything special to the combat? We wanted to go with something not quite as fast paced as Bayonetta, something that I felt had a little more weight to your action with each move feeling a little more pronounced. Other than that, it was really just finding something that fits with trying to nail the ancient Japanese traditional style of the game. Something that doesn’t clog the screen space up too much. ![]() So I think that one of the things we really wanted to focus on with this is “How can we create really satisfying controls with really simple, reflex intuitive actions from the user?” with just a few buttons on the screen. You can lose a lot of that space and get confused very quickly. If you tried to just throw all of these sometimes complex controls that can go with that into more of a mobile UI screen you can get a very busy screen. Ryoya Sakabe, PlatinumGames: So I think that one of the things that we wanted to focus on when creating this game is that we’re a studio that is known for a fast-paced, satisfying, high-tempo kind of action. Were there any challenges developing a complex action title for mobile devices? Kazuma Hashimoto, Siliconera: World of Demons follows a similar design ethos as previous PlatinumGames titles, retaining more action oriented elements and unique visual flair. Siliconera recently had the opportunity to sit down with PlatinumGames’ Ryoya Sakabe and Koji Tanaka to pick their brain about what went into designing World of Demons and maintaining that stylish and slick action the studio is largely known for. This unique action-oriented title implements gorgeous ukiyo-e inspired visuals and blends them with deliberate, powerful actions to create an entirely new experience for mobile devices. World of Demons is the latest dynamic, action title by PlatinumGames. ![]()
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