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Interview: Super Scribblenauts

Special by Surion_be
Ok first of all why is it Super?
Because it has adjectives. Super is an adjective, that´s the big new feature and it also taken away some bad stuff from the original.

Scribblenauts was one of the most daring and original IP in a long time, but because it was so ambitious there were some minor problems. What did you learned about them and how do you look back at Scribblenauts?
We knew when we shipped the game that the controls weren´t as reactive as we wanted and we didn´t expected the intensity of the backslash we got against the controls. That was the first thing we had to do, fixing the controls. Getting them to the standards that would be expected. But we´ve also added D-pad controls and a lot more.

Can you tell us something more about the UFS? (universal feedback system)
That´s a system we implemented so the player won´t be left wondering what to do. The system is constantly giving feedback on what to do in order the beat the level. So whenever you do something good a sign will pop-up saying you are on the good track to beat the level.

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The newest addition to Super Scribblenauts is the use of adjective. Can you tell us how big of an impact these adjectives have on the game and on solving the puzzles.
One third of the puzzles requires adjectives to solve the remaining levels are just optional. But certainly the adjectives add a massive amount of fun when playing in the playground. The number of things you can do is in to the billions thanks to the thousands of adjectives we´ve added.

I always wondered, how in hell do you begin creating such a game? Are you brainstorming about possible words the audience may use? Or do you take a dictionary and pick some random words?
There was a design team and a dictionary team who build the original database of objects, I think it was about four people working on it throughout the entire project. Brainstorming gets you the stuff that people may use the most, but if you really want to claim you can spawn anything you have to pull trough dictionaries, encyclopedias and Wikipedia's. Every source you can imagine becomes a goal on the list. For the adjectives we actually, on our initial pass, we found about 60.000 potential adjectives and in the end we only implemented about 10.000. Not because we couldn´t do more, but because a lot of those 50.000 are so obscure and didn't do anything you could see. So yes, it´s a big process.


How big is the library of the game?
The object dictionary is never been official published , but it´s in the tens of thousands and adjectives is about ten thousand.

I´ve heard there is a level editor 2.0. Can you tell us something more about that?
The level editor now allows tile painting, so you can lay your own terrain. You can make puzzle based levels by using one of the fifteen different templates. So you can scare things, destroy things and even making races.

Are there some objects you personally wanted in the game?
One of my favorite new adjective was probably ride able, because it turns any object into a vehicle, which guarantees some crazy situations.

12 Comment(s)

Anonymous

Anonymous

MUST. GET. GAME.
MUST. GET. GAME.
Quote
Posted on 22:02, August 28th 2010

Anonymous

This comment has been removed.
Posted on 08:42, August 30th 2010

Anonymous

This comment has been removed.
Posted on 08:42, August 30th 2010
Anonymous

Anonymous

lol rideable aggressive baby, rodeo time!
lol rideable aggressive baby, rodeo time!
Quote
Posted on 18:53, August 30th 2010

Anonymous

This comment has been removed.
Posted on 07:57, September 24th 2010

Anonymous

This comment has been removed.
Posted on 07:57, September 24th 2010

Anonymous

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Posted on 08:22, November 11th 2010

Anonymous

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Posted on 16:10, January 03rd 2011

Anonymous

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Posted on 15:41, February 28th 2011

lecomte

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Posted on 14:33, March 26th 2011

Angerside

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Posted on 17:19, April 06th 2011
 

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