Traveller's Tales has released Super Monkey Ball Adventure Developer Diary # 5 today. This latest diary is titled Retrospective - and explains how the developers plan to deliver an all new Monkey Ball experience while maintaining all the great things fans love.
Slated for a June 2006 release on the PS2, PSP, and GameCube, Super Monkey Ball
Adventure is the first genuinely narrative driven Super Monkey Ball title that
offers an adventure game style as well as the classic puzzle based games.
You can check out the diary below:
Prototype
As with all games the prototyping period is probably the most important aspect
of a game. If you can't get this right then the rest of the project is going
to be problematic. At the time the most important thing to prove was the understanding
of the art style and how that was portrayed in to the game. We had six weeks
in which to get this up and running with a further six weeks to refine what we
delivered. So three months in which get an idea of what the final game would
look like and play like.
Gameplay
We have a character in a ball. Whilst the style of the gameplay was dictated
by the minigame mechanics the actual transition of how the player got to different
areas of the game and how to make that fun became challenging. We ended up pretty
much relying on the gameplay from previous Monkey Ball games inasmuch that careful
control was required.
However, once the player is within each of the tasks the gameplay is fun and
challenging. It has that frustrating feel that one gets when playing a game that
leaves you feeling that you will not be beaten by the game and once the task
has been completed there is an immense feeling of satisfaction. Overall the tasks
could have been made slightly easier but we also feel that the difficulty curve
of the game is very similar to that of previous releases and hopefully pleases
the fans as much as those who pick up the game for the first time.
Art Style
Generally we are very happy with this and think that the game's visuals are extremely
strong. The use of the design sheets was a great idea and allowed everyone to
get a grip on what the feeling for each world was going to be. One challenge
we had was that the stages felt a little bolted on and we strived to create the
complex environments that existed in previous version of the game. Transferring
the style over to each of the puzzle stages was a simple idea that paid great
dividends.
Music and Sound Effects
We outsourced this through 2db and Octagon Music for the music and sound effects
respectively. It took a while for the guys to get a feel for the game and what
we wanted but they soon enough seemed to have it nailed. Working closely with
one of our own internal developers we have managed to get the feel of the worlds
in to music and the spot effects. Again, we're very happy with result and the
hard work that all involved put in - thanks very much guys!
Technology
This is probably the most controversial aspect of the game. Most of the technology
was an upgrade of our previous game taking on the comments and challenges that
were encountered in that project's retrospective. We also had the opportunity
of using the technology from our head office in Knutsford. We decided to upgrade
the technology as we were comfortable with it.
Conclusion
In spite of all the challenges we've had on this game we still managed to get
Super Monkey Ball Adventure delivered to a good quality and not far off schedule.
Overall the feel of the game from both a gameplay point of view and graphically
is what we set out to achieve.
The Future?
We think that SEGA's gamble on expanding the universe of Super Monkey Ball is
a brave one we all wish Aiai and his pals the very best for the future and thank
you for taking the time to read these articles. Hopefully you will have had some
small insight in to how we developed the game, the pitfalls we encountered and
the successes we had.