Mushroom Men: The Spore Wars Preview

For:Wii  Also On: DS Release Date: 27 March 2009
Mushroom Men: The Spore Wars screenshot

Mushroom Men: The Spore Wars is an original platforming IP coming to Wii later this year. With the game due out soon we'll be brining you a series of development diaries from key members of the Red Fly Studio dev team, highlighting certain areas of the game and some of the techniques that have been used. First up is an article by Lead Programmer and Combat Designer Kain Shin, in which he discusses the Wii game's melee combat system.

Melee combat in Mushroom Men is essentially the bread and butter of the combat system, and so it was very important that it felt fun for the user to do, without becoming frustrating or repetitive. The most basic means of achieving this would be the three-hit-combo. I actually fought against the idea of a combo at the beginning of development, but others on the team really expected to have this. I eventually realized that the combo allows for less emphasis on precision during combat, which is good because it makes combat less frustrating for novice players. To reward those who can be precise enough to make contact with all three hits of their combos, there is actually a graduation in damage for the three hit combo (50%, 75%, 100%) such that each hit of the combo becomes more powerful than the one before.

In order to keep melee combat strategic, we've limited the number of hits in a combo to three in order to allow the situation to "reset" after the third hit. More than three hits in a combo might lead to a feeling of repetition, and we wanted to mix the feel of close range combat up with things such as blocks, rolls, jumps, jump-attacks, and spore powers. So after the three hits of the combo are over, the player has a chance to try something different. This mix of vastly different physical combat actions allows players to use their own unique style throughout the game.

Some players will notice relationships between different combat actions (melee, block, roll) that feed into the combat design's intention of being flexible while rewarding strategic players with specific advantages.

Mushroom Men uses partial attack-cancels with the buffered method for blocks and instant method for rolls. We also made it so that you can cancel any injury animation into roll... similar to the way that Soul Calibur's allows you to perform "ukemi" by landing on your feet after being knocked down in certain ways if you press block at the right moment.

A lot of work went into the timing aspects of the animations as mapped to user input. If players attack during an attack animation before the next combo is possible, it will buffer that input and remember that the player intended to chain the attack, if they delay their attack input until after the previous attack is over, then there is a window of opportunity upon which their attack input results in an instant transition to the next attack animation. This ability to delay attack chains allows players to control the rhythm of the combo however they please.

The core aim of the combat system is to avoid making players feel like they are fighting the controller. I believe that sometimes, it is okay to give up damage-per-second consistency and fairness in a single player game if that means empowering the player to feel fast and flexible in a game that fully supports combat intentions. After all is said and done, Mushroom Men is in no way intended to be a hardcore fighting game... it simply incorporates some elements of fighting games in order to lend freedom to the player in plausible situations.

If you want to know more about some of the terminology I used, this is an excellent article on attack-cancel mechanics: http://www.gamasutra.com/php-bin/news_index.php?story=17243

And here are some terms explained:

A "Partial Cancel" allows an animation to be cancelled at specific windows during the animation. The two most common conditions for a "Partial Cancel" are Pre-hit frame (the animation can be cancelled any time before the first frame of the hit) and post-hit frame (the animation can be cancelled any time after the last frame of the hit).

A "Complete Cancel" allows an animation to be cancelled at any time during the animation. I'm generalizing, and there are special nuances that exist in certain games, but for the most part, these conditions are used 99 percent of the time.

The "Buffer" method stores and executes the user's command when the cancel window is valid. The "Buffer" method, in a well-designed game, can be cancelled itself with other commands before the cancel window is valid, to ensure the highest quality of responsiveness.

The "Instant" method accepts and executes the user's command on the frame of input when the cancel window is valid. The "Instant" method allows the player to delay the timing, which adds to the overall responsiveness of the game.

Mushroom Men - Rise of the Fungi for the DS will be available across North America & Europe from November, 2008. Mushroom Men - The Spore Wars for Wii will be available across North America & Europe from November 2008.

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User Comments

tatertotco's Avatar

tatertotco

Mushroom Men are REAL... This is not a game! Do no fall for their tricks!
Posted 20:36 on 07 October 2008
Rogue_Soul's Avatar

Rogue_Soul

Click for Image
Posted 00:01 on 02 October 2008
Beefystud4u's Avatar
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Beefystud4u

Marink A/S/L!!!
Posted 23:00 on 01 October 2008
wyp100's Avatar

wyp100@ Vegeta6554

Quote:
Originally Posted by Vegeta6554
Are there any Pokemons on this game? I like Pokemon.
lol
Posted 18:34 on 01 October 2008
Marink's Avatar

Marink@ Vegeta6554

Quote:
Originally Posted by Vegeta6554
Are there any Pokemons on this game? I like Pokemon.

Umm... yes. Loads.
Posted 17:44 on 01 October 2008
FantasyMeister's Avatar

FantasyMeister@ Legolasagorn34

This video shows a bit of the combat (and more of the game). Not sure about swords but there's definitely a pointy spear looking weapon at one stage. Looks like there are a few other weapons types too.

http://www.videogamer.com/videos/player.html?vid=2294
Posted 17:33 on 01 October 2008
Legolasagorn34's Avatar
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Legolasagorn34

If you cancel the animations then all you get is a guy standing there. That doesn't make any sense, and there aren't any swords. When I was playing WoW on my Dwarf Warrior I hit the A button once and my guy attacked. I was able to eat an entire hot pocket while killing mobs. How can I do that in this game? There aren't even any swords.
Posted 17:12 on 01 October 2008
Vegeta6554's Avatar
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Vegeta6554

Are there any Pokemons on this game? I like Pokemon.
Posted 17:06 on 01 October 2008
Wii-core's Avatar
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Wii-core

Nice article. Really informative and interesting. I've been looking forward to this for ages.
Posted 15:47 on 01 October 2008

Game Stats

Developer: Red Fly Studio
Publisher: Gamecock Media Group
Genre: Action
No. Players: One
Rating: PEGI 7+
Site Rank: 1,001 36