Catch Up: The Evolution
The game that has become Mystery Marines began as an idea to bring a Lemmings and Mario Vs Donkey Kong style fusion to the iPhone. The decision was taken to work with a gesture based system primarily out of interest and also the challenge of getting full user control out of it. We didn't know it at the time but this decision was to prove extremely problematic when introducing multiple characters.
While we wanted the player to control multiple characters without having to stop one and then move another we had to scale back the character numbers from the ridiculous to the more sensible. We found that with some gestrue filtering based on pre-determined contexts it was possible to control around 4 characters.
With characters that could run, jump and idle we looked into various interesting ways of navigating them around the level. We prototyped ropes that allowed for up and down shimmying and sliding down via a quick double swipe down action. Ladders were also added and maintained the same control mechanism for consistency. A variety of other elements were also developed including floating logs, springs, slippery pole, high wires, vertical and horizontal pulley devices, lifts, cannons, and also interesting pickups such as the inflatable ring. Most of these worked and will be finding there way into the game.
With a handful of working mechanics in place it was time to get all of the temporary art replaced by someone more capable so we convinced an Animator (fortunately he's also a talented artist and audio technician too) to sacrifice every minute of his free time to help bring the game to life. The evolution began with gameplay and themes developed around an idea based on a group of marines that would be sent on secret government missions to solve the unexplained mysteries of the world. Mystery Marines was born.


