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Interview: RUSH with Collin van Ginkel, Lead Designer

Posted by Christophor Rick, 86 days ago

[GDN] What has been the most time intensive feature along with the most difficult programming aspect of the game throughout the full development cycle of the game?

 From a design point of view, as is the case with most puzzle games, especially 3D ones, the most time goes into the creation of the content. With over 70 levels, there is a lot of content that had to be created and streamlined for gameplay.

As for the most difficult programming aspect, the programmers tell me the split-screen multiplayer modes were the most time consuming to implement.

[GDN]  For many ‘would be’ Wii developers, have Nintendo supported the team well with feedback and much needed technical help and what would you say is the nicest technical feature of the Wii?

Nintendo treats WiiWare developers just like traditional developers, so in that sense we didn’t find any big differences between WiiWare and disc-based games. As for the nicest technical feature of the Wii… that’s a tough one. As a designer I personally like the option of offering one-handed gameplay, something that is also incorporated into RUSH. Aside from a lower barrier of entry, there are a lot of disabled people out there who can now enjoy a lot of new games!

[GDN] Over 70 levels of cubic mayhem and puzzle solving. Can you run us through one level of the game that shows all the intricacies, fun and brain teasing perplexity on offer?

 Good question. I’ll take the level named ‘dragrace’ as an example.dragrace

This level seems straightforward, but is deceptively difficult. First off let’s see what we have in terms of signs. We have several directional arrows, three splits and only one speed up. Then onto the cubes, of which we have two, one red and one orange.

 Looking at the level, it becomes clear that for the cubes to reach their color coded exit points we can not simply use directional arrows. The red cube will need a right turn to reach the exit, while the orange one has to be sent to the left on the same location. So this presents us with our first problem, which can easily be solved by using a split instead.

 Splits switch from sending cubes left and right each time a cube moves across it. This seems ideal for this situation, were it not that we need the red cube to reach it first, since the split defaults to sending cubes to the right. So this presents us with our second big problem, getting the red cube, which needs to travel further than the orange one, onto the split first.

 For this purpose we’ve got the speed sign, which gives a cube an increase in speed. Which presents us with the third problem, even with the speed sign in the path of the red cube, he still cannot beat the orange cube to the split sign.

 I’ll refrain from spoiling the rest of the solution, but this gives you an idea of the thinking required to get through the 70 levels included in RUSH.


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