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News - Alt.Ctrl.GDC Showcase: Ruins Climber

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Alt.Ctrl.GDC Showcase: Ruins Climber

<div style="margin: 5px 5% 10px 5%;"><img src="http://www.sickgaming.net/blog/wp-content/uploads/2019/02/alt-ctrl-gdc-showcase-ruins-climber.jpg" width="636" height="358" title="" alt="" /></div><div><p><em><strong>The 2019 Game Developers Conference will feature an exhibition called <a href="http://www.gdconf.com/events/altctrlgdc.html">Alt.Ctrl.GDC</a> dedicated to games that use alternative control schemes and interactions.</strong></em></p>
<p><em><strong>Gamasutra will be talking to the developers of each of the games that have been selected for the showcase.</strong></em></p>
<p><em>Ruins Climber </em>has players rapidly tugging on a circular rope to climb a wall, hopping from side to side to avoid hazards that dangle along their path.</p>
<p>Gamasutra spoke with Takahiro Miyazawa, developer of <em>Ruins Climber</em>, to talk about designing a controller and then creating a game around it, the difficulties of making a controller with rope, and the appeal of creating games that are as fun to spectate as they are to play.</p>
<h2><strong>Born from a pulling motion</strong></h2>
<p>I’m Takahiro Miyazawa. I made this project alone. For about 20 years, I have been making browser games.</p>
<p>I wanted to make a game about pulling something. When I thought about something fun to pull, I thought of a rope. The rope made into a ring shape, so it can be pulled endlessly.</p>
<p><img alt="" src="http://www.sickgaming.net/blog/wp-content/uploads/2019/02/alt-ctrl-gdc-showcase-ruins-climber.jpg" /></p>
<h2><strong>Creating controllers players will instantly understand</strong></h2>
<p>I don’t want to provide a description about how to play my games at game shows because it’s so busy.<br /> <br />
So, I always design games that don’t need a description. If the game character makes the same gesture as the player, explanation is not necessary.</p>
<h2><strong>The mechanisms of climbing ruins</strong></h2>
<p><em>Ruins Climber</em> was made with Unity and <span>Arduino</span>. The rope was made by rolling a towel. The frame uses a water pipe.</p>
<p><img alt="" src="http://www.sickgaming.net/blog/wp-content/uploads/2019/02/alt-ctrl-gdc-showcase-ruins-climber-1.jpg" /></p>
<h2><strong>The challenges of making a controller from rope</strong></h2>
<p>The rope had to pull freely with a light force. And it had to be durable. I made 4 prototypes.</p>
<h2><strong>Creating the controller, then a game for it</strong></h2>
<p>I always make a controller at first. Next, I make a game for this controller. So, the game design is determined naturally.</p>
<p><img alt="" height="355" src="http://www.sickgaming.net/blog/wp-content/uploads/2019/02/alt-ctrl-gdc-showcase-ruins-climber-2.jpg" width="636" /></p>
<h2><strong>Fun for more than just the player</strong></h2>
<p>I think that unique controllers can entertain not only the players, but also the audience. It is very important for the audience to have fun.</p>
<h2><strong>The appeal of designing unique controllers</strong></h2>
<p>I like to watch everyone’s reaction at the event. And it is fun to provide play that you have never experienced yet.</p>
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