Banana Kong is an endless runner game set in the jungle starring a banana collecting gorilla. The developers wanted to create an original endless runner that combined known mechanics with a new twist. They developed parallel gameplay sections as the twist. Creating intuitive gesture controls for the four different actions like jumping, gliding, and dashing was a challenge that required extensive playtesting. The game was a commercial success selling 500,000 copies in its first six months. It later transitioned to a free-to-play model and was ported to other platforms with plans for more games set in the Banana Kong universe.
5. The idea
- Create a new endless runner with set in the jungle, with
animals and a banana collecting gorilla as star
The Challenge
- Many endless runners
- We didn't want to clone, but be original
- No brand we could build up on
The solution:
- Give players what their longing for
- Combine known mechanics with a new twist
5
13. Challenge 1: the controls
- 4 different input types:
- TAP (jump)
- STAY TAPPED (glide)
- SWIPE to the right (dash)
- SWIPE down(change platforms, dash down midair
Problem: all 3 inputs start with a tap!
13
21. NO! Buttons are not the solution:
- Not intuitive controls for iDevices in most cases
- Hide part of the gameplay area
- Player is forced to press same spot
- Goes against what makes up today's everyday usage of
touchscreen devices
21
22. How about controls tied to display areas?
mockup with area sensitive controls
22
23. Better than buttons, but still not an option as well:
- Good if there are only 2 different actions....
- ... but BK already has 4 different actions
- Restricts further expansion of controls
- What about left handed players?
23
24. The solution:
- Gesture controls
We had to
- Playtest with lots of people, friends, family, etc...
- Observe them, ask them, speak with them
- Tweak until it felt good
24
25. Challenge 2: level design
- Endless runners are played hundreds of times and need
feel fresh every time
Problem:
- how to create enough variation and make sure
randomized level design works?
25
26. Total randomness vs. planned randomness
- TOTAL RANDOMNESS leads to frustrating, non solvabl
situations
- Absolutely NO control on difficulty, design, fun, etc...
- PLANNED RANDOMNESS by building levels together
with small sections gives more control:
- sections with different difficulty
- nice designs
- makes sure of fun situations
- creating a classic jump'n run feeling
26
27. Ready for release? Make sure:
- that you didn't get project blind!
- people don't like a feature? think twice about it!
- do people understand your game?
27
29. Games nowadays:
- Critically acclaimed
- Ambitious users part of the game's evolution
- Dynamic product
- Updates keep the games alive
- WE HAVE TO LISTEN TO OUR CUSTOMERS!!!
29
30. Part of a dynamic product: shop expansion
screenshots customisation
30
40. - Questions? Or want to publish with us:
philipp@fdg-entertainment.com
- Download presentation at:
- FDG on the web:
http://www.fdgentertainment.com
- FDG on Social Networks:
www.facebook.com/FDGEntertainment
www.twitter.com/FDG_Games
40
Hinweis der Redaktion
video
- what is BK?
- explain core elements
- homage to classic jump n run games, adding some new spice
- animals as vehicles / helpers
- cartoon graphics
- launched as paid
- switched to free
- 10.000.000+ downloads
When we started, many endless runners...
Why endless runner?
We felt the genre was missing something and new ways could still be walked there back in 2011/2012
- Combine elements from different genres (endless runner, jump n run, etc...)
- searching for a dev partner
- gamaga pitched bunny flags
- we liked the artstyle and saw their potential
- pitched them our idea
- they liked it
- we started!
many steps required until the main character is well worked out
final result
not only main, but also secondary characters need much attention and be carefully designed.
different ideas in concept stage:
- hills (was removed as there were so many features to chose from, not sure if it´ll work
- BK example: tutorial
players asked for ways to customize the character and spend bananas
Underwater section + turtle:
- idea came very quick
- new gameplay section: underwater
- new character: turtle
- new power ups
logos can also be updated / adapted to emphasize an update, witjout losing the the style.
logo is still recognized immediately
one thing people were asking more and more is increased competition between players and FRIENDS
- free campaign in august
- results showed the game works as F2P
- first F2P targetted update in september
NOW:
- higher revenue
- more users / bigger userbase
- more popularity
- game stayed free then and decided optimisation to F2P
- new virtual hard currency: GOLDEN HEARTS (can ONLY be bought for real money)
- important: game can be perfectly played without
- for the first time: permanent perks can be bought for real money
-> great reception: players are happy
- release ports as early as possible / at the right time in order to profit from synergy between platforms
-