New concepts, new ideas.
Did you all had a great weekend? I bet you did! As of myself, I had a really productive weekend. Never underestimate the power of the designing process! That was a lesson I learned during my IBM years.
Last weekend, I set aside time to discuss the key elements that we needed to modify for the port of Paper Wings to the OUYA. We talked about the new problems the game would present if we just leave it as it currently is. As you expected, we have quite a few issues at hand; the one being most obvious is the touch/controller change, since we are not in a touch screen device anymore.
The controller dilemma.
You probably don't know this, but the OUYA touchpad behaves much like a regular trackpad from a common laptop. You even have a mouse cursor running on the screen as it captures your finger movements and interactions. We can certainly have the player move around the mouse cursor and click on the different menus and ... No way! Having a controller to play Paper Wings is probably the most exciting aspect of the whole transition.
You can expect the game to behave as a console game rather than just a simple port. This point came over and over during the discussion: "If we have a console now, how could we modify the game so that it feels more like a console game and less like a mobile entertaining app?" The possibilities are endless. The actions in the game will be executed with the controller's buttons. The menus are fully navigable with the DPad and Joysticks. We even talked about changing the flow of the gameplay so that it didn't feel like just a mobile game.
Let the game begin!
We decided to redesign the flow of the gameplay. Instead of focusing on In-App purchases, we are offering the game as a whole package. Focusing on microtransactions is certainly effective for the mobile and social networks environments; however, it is not what you would expect from a well designed console videogame. Instead we modified the concept of the game and will be offering the characters as rewards from completing levels.
The difficulty of each level will also increase as you progress in the game. As well as the challenges that one would have to complete in order to proceed to the new level. This gives a better feeling of advancement and introduces subtle changes on each level experience.
Are we ready for the fun part?
As developers, the fun part of developing a game is, well ... that ... developing the game. The development process is a cycle in which we design, produce, test, discuss changes, and repeat the cycle until the product is ready for deployment into the market. Yes, we are ready to start working on the basic changes. Keep in mind that the game is already developed for another platform, iPhone. This means that the core of the game is already complete. These new adaptations, thought, could post some problems in the near future as we continue the porting of Paper Wings to the OUYA.
How can you help us?
Yes, you can certainly help us a lot. After all, our main purpose is to make the game you would like to play. As I post our ideas and design thought processes, you could share your comments and opinions. So, by all means, share your thoughts with us. I invite you to be part of the development of Paper Wings for the OUYA.
Thank you for reading.



