Making it in Unreal: Billie Bust Up and the elusive ‘feel’ of 3D platforming

Making it in Unreal: Billie Bust Up and the elusive ‘feel’ of 3D platforming

Banjo-Kazooie. Ratchet & Clank. Jak and Daxter. Yooka-Laylee. You can be taught lots about 3D platformers by trying on the symbiotic beings at their head. In every of those games, the intertwining of two characters is made to look not like a ragdoll catastrophe however essentially the most pure factor on this planet. The gold commonplace for the style is to make the complicated look easy – a massively intimidating prospect for any trade newcomers hoping to mimic their favourites.

That hasn’t delay the crew behind Billie Bust Up, who moved on from the Unreal Development Kit they used as college students to Unreal Engine 4, the identical instrument utilized by lots of their big-budget friends. Since then, they’ve utilized the teachings of the programmers and animators who got here earlier than them in pursuit of that tough finish aim – the sense of freedom that defines the 3D platformer.

There are genres in which you’ll be able to forgive a sure clunkiness. In the last decade after 3D turned the usual, RPG followers got here to simply accept that real-time fight was not the forte of their favoured subject.

But within the 3D platformer, there’s no room for that type of forgiveness – the game lives or dies primarily based totally on how good it feels. Mario 64 is in regards to the pleasure of motion, and if Mario himself was no pleasure to manage it’d be about nothing in any respect.

The elusive ‘feel’

To start work on Billie Bust Up, the crew caught its interlinked goat and fox in a clean room – including mechanics one after the opposite, and designing platforms solely as soon as every elementary aspect felt proper.

“I think the tricky thing was trying to get the mechanics down because for a 3D platformer you want the game to be responsive and easy to control,” lead programmer James Thomas tells us. “We wanted it to be extremely fun to play. But one of the things we were aiming for was for the game to be fun in an empty level. We do have some bugs in this and we’re still in the prototype phase, but if you can have fun just moving around and jumping and that’s good, then we can introduce the mechanics.”

If you’ll be able to have enjoyable simply shifting round an empty room, then we will introduce the mechanics

James Thomas

Lead programmer

Adding to the game piece by piece has made it simpler to establish issues. The crew seen that including sure mechanics to the game instantly made it much less enjoyable and resolved to iterate on them early. The means to change between Billie and Oscar, for example, required a few days’ tuning. What’s extra, the choice to provide the characters an umbrella they might use to float throughout gaps briefly broke the game – the instrument merely carried gamers too far, till the crew launched a drop-off impact.

Early playtesting, too, has undoubtedly helped spotlight a few of these hiccups that hampered the ‘feel’ of Billie Bust Up. Backers of the Billie Bust Up Patreon get to check the game early, and the crew get suggestions on “what feels good, what could be different, and what needs more work.”

“We just iterate,” Thomas says. “But the benefit of Unreal Engine 4 is that you can iterate really fast. We’ve already made three builds today, this morning [while showing the game at EGX], based on some bugs we ran into, and I’ll probably do a new build tonight.”

Invisible Oscar

Inspired partially by Portal 2, the crew is stuffing the game with puzzles by which you make use of each characters concurrently. One mechanic permits fox sidekick Oscar to dig underneath obstacles like gates, disappearing beneath the earth for just a few seconds.

“Before he could just dig on the spot in this one hole,” Thomas says. “But we thought that was boring, so we had the idea that you could dig a hole somewhere, using connected tunnels to teleport from one spot to the other. We decided that would make it fun to control.”

It’s definitely an evocative thought – helped by an animation flourish that sees Oscar’s place marked by the dust above his head. But it’s additionally an phantasm.

“With programming it’s all about smoke and mirrors,” Thomas says. “The player would probably think that we make Oscar go underground, but actually we play an animation that makes it look like he’s going underground but then makes him invisible and removes his collision on certain meshes.”

The result’s a cartoon success – a lot of what goes on in Billie Bust Up isn’t lifelike, and even taking place the best way it seems to on-screen. But it feels proper, and that’s what made triumphs of the 3D platformers earlier than it.

Billie Bust Up is on Patreon. Unreal Engine Four improvement is now free.

In this sponsored sequence, we’re how game builders are making the most of Unreal Engine Four to create a brand new era of PC games. With because of Epic Games and the Billie Bust Up crew.

 
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