{"id":28145,"date":"2018-06-25T17:42:00","date_gmt":"2018-06-25T17:42:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/319656"},"modified":"2018-06-25T17:42:00","modified_gmt":"2018-06-25T17:42:00","slug":"combining-pinball-with-platforming-to-build-the-levels-of-yokus-island-express","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2018\/06\/25\/combining-pinball-with-platforming-to-build-the-levels-of-yokus-island-express\/","title":{"rendered":"Combining pinball with platforming to build the levels of Yoku&#8217;s Island Express"},"content":{"rendered":"<p dir=\"ltr\"><span id=\"docs-internal-guid-e04f3c89-e097-60d5-96d4-9712642bc69e\">The perennially popular game of pinball has appeared in video games in all sorts of forms, from\u00a0<em>Pinball <\/em>for the NES in 1983 and the classic <em>Sonic the Hedgehog Spinball<\/em>\u00a0in 1993 to Zen Studios&#8217; modern\u00a0<em>Pinball FX\u00a0<\/em>series.<\/span><\/p>\n<p dir=\"ltr\"><span>Thing is, both these and the many iterations that followed were somewhat straightforward adaptations of the classic pinball board to a digital format. <\/span><\/p>\n<p dir=\"ltr\"><span>By contrast,\u00a0<\/span><span id=\"docs-internal-guid-e04f3c89-e097-60d5-96d4-9712642bc69e\"><em><a href=\"https:\/\/www.team17.com\/games\/yokus-island-express\/\">Yoku\u2019s Island Express<\/a><\/em>, developed by <a href=\"http:\/\/villa-gorilla.com\/\">Villa Gorilla<\/a>\u00a0using <a href=\"http:\/\/collectingsmiles.com\/news\/multi-platform-underware\/#more-857\">their own engine<\/a> and released last month, mixes\u00a0the game of pinball up within\u00a0a colorful platformer\u00a0and finishes it with a splash of Metroidvania.\u00a0<\/span><\/p>\n<p dir=\"ltr\"><span>Players take control\u00a0<\/span><span>of Yoku, a dung beetle attached to a ball by a string, and\u00a0explore a massive map of interconnected \u201ctables\u201d, solving\u00a0puzzles and meeting the townsfolk by delivering their mail as the new postmaster.<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-e04f3c89-e097-60d5-96d4-9712642bc69e\">In the beginning, the game was envisioned as a project that would primarily rely on its art style. \u201cBecause of the team constellation when starting off, we wanted to make a game that could focus on beautiful art without relying too heavily on animation. So, we began with a ball, and pinball followed that quite naturally,\u201d says level designer and writer Linus Larsson.<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-e04f3c89-e097-60d5-96d4-9712642bc69e\">But the team knew they had to stand out from other digital pinball games in some way. During prototyping, it didn\u2019t take long to realize that beautiful tables weren\u2019t enough to make an interesting game. Now, the ball needed to be introduced as a character, and Villa Gorilla wanted a lot more room than what traditional pinball tables would afford them. <\/span><\/p>\n<p dir=\"ltr\"><span><img decoding=\"async\" alt=\"\" src=\"http:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2018\/06\/combining-pinball-with-platforming-to-build-the-levels-of-yokus-island-express.jpg\" \/><\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-e04f3c89-e097-60d5-96d4-9712642bc69e\">\u201cThis led to tables that were attached to connecting areas and the inclusion of Yoku the dung beetle to push the ball around them\u201d, adds Larsson. \u201c[That] was the state of the project for a while, but we soon realized that those in-between areas were where the game really felt unique. Because of this we made a major direction change: stepping away from pinball levels and transition areas and going for an open world Metroidvania design instead.\u201d<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-e04f3c89-e097-60d5-96d4-9712642bc69e\">As the initial design closely resembled traditional pinball, there were a lot of &#8220;pure&#8221; mechanics that needed to be adjusted: a score system, combos and extra balls that represented lives were scrapped and replaced by bigger exploration areas, more NPCs and secrets to uncover all around Mokumana\u00a0Island.<\/span><\/p>\n<p dir=\"ltr\"><em>A dev-provided\u00a0clip of the journey from\u00a0concept to functional pinball-platforming level<\/em><\/p>\n<p dir=\"ltr\"><span>\u201cWith our shift in focus towards a more adventure- [and]\u00a0exploration-driven game we also started to see that our game was at its best when it was relaxed and chill,&#8221; explains Larsson.\u00a0&#8220;This was in direct conflict with the stress of pinball, so many of the traditional elements had to be dropped.\u201d<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-e04f3c89-e097-60d5-96d4-9712642bc69e\">\u201cSomewhere in all this we stopped thinking of our fruits as score and instead as a currency that could interact with our gameworld,\u201d he adds. In <em>Yoku\u2019s Island Express<\/em>, fruit is now\u00a0found laying on the ground, hidden in chests or boxes, and as rewards for many of the player\u2019s actions, from hitting certain bumpers to making progress in either a \u2018table\u2019 or throughout the story. <\/span><\/p>\n<p dir=\"ltr\"><span>\u201cThe initial design for this was a &#8216;skill tree-esque&#8217; system that contained a large portion of the game rewards called \u2018The Fruit Altar\u2019.&#8221; Larsson continues.\u00a0&#8220;The feature was a lot of fun, but it cannibalized elements from the exploration part of the game.\u201d<\/span><\/p>\n<p dir=\"ltr\"><span><img decoding=\"async\" alt=\"\" src=\"http:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2018\/06\/combining-pinball-with-platforming-to-build-the-levels-of-yokus-island-express-1.jpg\" \/><\/span><\/p>\n<p dir=\"ltr\"><em>A prototype version of the Fruit Altar<\/em><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-e04f3c89-e097-60d5-96d4-9712642bc69e\">The problem was that most of the rewards would be available to unlock in the Altar, leaving very little to be found on the island itself. The team also struggled in narrowing the design down in a way where the Fruit Altar would fit into the world, scrambling to come up with\u00a0a\u00a0meaningful reason for its\u00a0location and purpose in the story.<\/span><\/p>\n<p dir=\"ltr\"><span>Ultimately, Larsson says the team concluded that it needed to be cut in favor of scattering more rewards throughout the levels.\u00a0<\/span><span>\u201cIn the end we went with the system you see in game today: where fruits are spent to unlock flippers and rewards are scattered around the island in chests for you to find.\u201d<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-e04f3c89-e097-60d5-96d4-9712642bc69e\">Of course, mixing those levels and exploration-based rewards up with the elements of pinball was no easy task.\u00a0To manage it, Villa Gorilla initially considered\u00a0doing two separate game modes: in Flipper Mode you would control the ball and the flippers, and in Adventure you would play solely as Yoku. <\/span><\/p>\n<p dir=\"ltr\"><span><img decoding=\"async\" alt=\"\" src=\"http:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2018\/06\/combining-pinball-with-platforming-to-build-the-levels-of-yokus-island-express.png\" \/>\u00a0<\/span><\/p>\n<p dir=\"ltr\"><em>An early prototype of the &#8220;Adventure Mode&#8221;, which was eventually scrapped<\/em><\/p>\n<p dir=\"ltr\"><span>\u201c<\/span>Areas needed to be built with transitions between the two modes in mind and it ended up feeling very disconnected,&#8221; admits Larsson.\u00a0&#8220;The solution might sound simple but we never really considered it an option until we tried it: We decided the player should be able to control Yoku and the flippers at the same time.\u201d<\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-e04f3c89-e097-60d5-96d4-9712642bc69e\">Under this new philosophy Yoku would always be present, able to grab hold of the ball even during pinball sections, removing the unnatural pinball\/platforming\u00a0transitions via a\u00a0(\u201cquite funny\u201d) rope that keeps the beetle and the ball together at all times.<\/span><\/p>\n<p dir=\"ltr\"><em>A clip of the\u00a0<\/em>Yoku&#8217;s\u00a0Island Express\u00a0<em>level design process<\/em><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-e04f3c89-e097-60d5-96d4-9712642bc69e\">Larsson also says that, although working with restrictions and boundaries helps to boost creativity, there were a few frustrating moments where levels had to be re-imagined to work with the pinball mechanics. Most notably, when it came to setting up the cameras in <em>Yoku\u2019s Island Express<\/em>.\u00a0According to Larsson, \u201cbecause of the low amount of control pinball leaves you with compared to other games, stages couldn&#8217;t be designed with a challenge that has its\u00a0solution several screens away.\u201d<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-e04f3c89-e097-60d5-96d4-9712642bc69e\">Villa Gorilla quickly noticed that unlike most platformers, which afford players time to explore an environment and take it all in, pinball is fast-paced and full of random movement. Playing pinball well demands\u00a0a lot of the player\u2019s attention, and so both the challenges and solutions usually need to be contained and visible on a single screen in <em>Island Express\u00a0<\/em>order to be clear. <\/span><\/p>\n<p dir=\"ltr\"><span><img decoding=\"async\" alt=\"\" src=\"http:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2018\/06\/combining-pinball-with-platforming-to-build-the-levels-of-yokus-island-express-2.jpg\" \/><\/span><\/p>\n<p dir=\"ltr\"><em>\u00a0A bird&#8217;s-eye view of a full\u00a0<\/em>Yoku&#8217;s\u00a0Island Express\u00a0<em>map filled with interconnected pinball\/platforming segments<\/em><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-e04f3c89-e097-60d5-96d4-9712642bc69e\">This then explains why only a few areas\u00a0in <em>Yoku\u2019s Island Express<\/em>\u00a0look like a traditional pinball game. Instead, throughout most of the game\u00a0players enter wide zones\u00a0with different sections: there are flippers at the bottom and some hook-shaped paths designed to bring the player back\u00a0to the zone with ease, fostering opportunities for players to discover new paths and new rewards without bouncing too far afield.<\/span><\/p>\n<p dir=\"ltr\"><span>\u201cTo be able to use as much of the screen space as possible, the levels needed to be more horizontal than vertical [like traditional pinball tables],&#8221; says Larsson.\u00a0&#8220;This proved challenging but ultimately led to some pretty interesting and unique &#8216;tables&#8217; in-game.\u201d<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-e04f3c89-e097-60d5-96d4-9712642bc69e\">Ultimately, while each level in <em>Yoku&#8217;s Island Express\u00a0<\/em>is built on decades-old foundations of pinball and platformer game design, the devs\u00a0took enough liberties to create accessible and entertaining interconnected &#8220;tables&#8221; that are unique &#8212; and well worth studying if you&#8217;re a dev interested in 2D level design.<\/span><\/p>\n","protected":false},"excerpt":{"rendered":"<p>The perennially popular game of pinball has appeared in video games in all sorts of forms, from\u00a0Pinball for the NES in 1983 and the classic Sonic the Hedgehog Spinball\u00a0in 1993 to Zen Studios&#8217; modern\u00a0Pinball FX\u00a0series. Thing is, both these and the many iterations that followed were somewhat straightforward adaptations of the classic pinball board to [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":28146,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-28145","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/28145","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=28145"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/28145\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/28146"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=28145"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=28145"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=28145"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}