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Log 12: Mo' Morph, Mo' Problems

  • Writer: Bruce McCormack
    Bruce McCormack
  • Dec 26, 2023
  • 3 min read

First off, I missed last week because real life got in the way and I wasn't able to get much work done. This past week I did get a bunch of work done, only for most of it to get redone and then more problems that are going to lead to more work and revamping my design.


I started off doing more research into morphing as done in the show Power Rangers. I found that there are basically 2 types of extended morphing sequence (this is per character, in show there's another variation where all the rangers are on screen at once, and another where they go one at a time; I'm going to have to address this at a later time though): a shorter but less visually interesting sequence that takes between 3 - 5 seconds, and a longer but more intricate and interesting sequence around 10 seconds.


I tried to find a compromise between the two, because shorter means less time for the player to get disengaged from the game, but a bit of visual stimulation never hurt anyone. My first try was a bust because I had to remake the animation because at one point I realized I had forgotten the helmet so she was walking around without it on (figuratively, I still need to get control back to the player and get the animation to stop).


This is where I ended up:

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Clearly there's a lot wrong with this. Materials aren't changing out, particle systems are acting wonky (or not there at all), its hard to follow what's going on (even with some particle systems missing), it's not that much longer than the quick morph, and not shown here, but the animation and sequence just keep on looping for some reason, so...the repeating gif isn't actually far off. On the plus side the animation I had to make over the past week (twice, more on that in a bit) is working and the sequence and camera work are timed properly.


I had to have a sit and think about my design and what I wanted to do.


The first thing was obvious (besides fix everything): just go with the longer sequence and everything will fit nicely; but once again I risk players becoming disengaged and pulled out of the action when I don't want them to be.


My next thought was to introduce QTEs into a longer sequence that way I could keep the player engaged. But do I want to make the player do that every mission? And what kind of QTEs would I even use? Button presses? Button holds? And how would I go about making them in the first place? Learning something new would be good, and is half the reason I made the move to Unreal. But introducing QTEs means introducing a fail state to the morph and I really don't want to do that as it is supposed to be empowering. Though it also means remaining in control and giving the player more of the Ranger experience, which is one of my game's core pillars.


So, I asked a fellow game designer and friend for his opinion and input because I was at an impasse.


He suggested going with the longer sequence with QTEs in it, but if the player fails at them to not give them the buff at the end. I like the basis of that idea. Except the button combination to activate the extended sequence is already complicated enough, the player should get SOMETHING for doing it instead of the easier quick morph. I'm thinking if the player fails the QTEs the morph finishes and they get a minor buff, but each QTE they succeed at the buff is either stronger or given an extended duration per correct QTE.


All of this will complicate the design and build process, but I feel it will ultimately deliver a better experience to the player (which is THE most important facet of game design), plus it will push me to become a better developer which is always a plus.

 
 
 

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