Archive for the ‘supermassive games’ Category
Introducing Tumble for PlayStation Move
Posted by Jefferson Dong in 3D, PlayStation Games, playstation move, PS3, supermassive games, tumble on September 13th, 2010
If you’re getting yourself a PlayStation Move this week and you want a challenging game that shows off how awesome your new motion controller is, we recommend you look out for Tumble.
In Tumble, you use the motion controller to stack up and knock down blocks. There are over 50 challenges to tackle across single and multiplayer modes. Balance, Solve and Destroy with blocks of all different shapes, sizes, weights and dimensions and reach into the screen like never before.
We’re already starting to get great reviews, and you can try it for yourself by playing the Trial version on your PlayStation Move Demo Disc (which can be found in PlayStation Move peripheral bundles) or downloading it from PlayStation Store.
We’d now like to take you behind the scenes to learn some of the secrets from the development team, Supermassive Games.
The PS Move Is Too Precise?
We think Tumble has the most precise control system ever developed for a game: Every action you make with your motion controller is replicated on-screen perfectly.We’re very proud of what we achieved, but early in development we had an issue with this amazing technology. The data we were getting from the PS Move was almost too precise; It picked up every tiny movement, every twitch, every overshoot and correction.
A long time was spent just working on how to use the huge amount of data we were getting back from the PS Move, smoothing out the raw data without introducing lag. It wasn’t just about getting 1:1 control; it was about making it feel like 1:1. We’re really happy with the outcome and sure you will be too when you try it out.
Multiplayer Attracts Crowds
There’s something about a massive, unstable, teetering tower of blocks that draws a crowd: People want to see it crashing down.
To test our multiplayer levels we invited everyone in the studio to have a go on Tumble whenever they liked. The crowds grew as the games got more intense. It made us realize that we had something really compelling with the multiplayer experience; everyone was a backseat driver, everyone wanted to grab the controller and everyone wanted to be the best.
We also added drop-in co-op to all the single player levels. It’s a great feature to play with family or friends, or if you want to complete the Timed medals super fast.What Hit The Cutting Room Floor?
Right at the start of the project we realised that stacking blocks on its own didn’t offer enough variety for the game, however precise and rewarding it felt.
So we had lots of brainstorming sessions and came up with a huge number of ideas – different materials for the blocks; destruction mode; light puzzles; sloped, rotating and moving platforms; sticky blocks; explosive blocks; anti-gravity blocks; earthquakes; wind generators; see-saws; jigsaw puzzles; sequence puzzles; maths puzzles; home run challenges; timed challenges; target challenges and a whole lot more!
And Finally…
Tumble on a 3D TV is incredible: it feels like you’re actually reaching inside the TV. You should definitely give this super intuitive mode a go if you get the chance.Thanks for stopping by. Go check out Tumble soon and we hope you have as much fun playing it as we had making it.
PlayStation Move Developer Diary: Move Party
Posted by Tom O'Connor in Developer Corner, move party, PlayStation Games, playstation move, PS3, supermassive games on April 30th, 2010
Hey everyone. I’m Tom O’Connor, and I’m working on Move Party (working title) for the upcoming PlayStation Move.
We debuted the game at the Game Developers Conference in San Francisco back in March, and the response was awesome. Gamers are loving the augmented reality feature of the game. Seeing the PlayStation Move motion controller transform before your eyes into objects on-screen, actually in your hand, is a pretty magical experience. Not to mention, the game is a lot of fun and we’ve been working hard on getting all the extra content into an “Alpha” build — and we are there! We are playing the games again and again, and then some more … and then again, tweaking and balancing and making sure that we cram as much fun into each of the games as we can before launching in the fall.
We’ve been showing the game behind closed doors and conducting lots of user testing. We’ve been really impressed at how quickly people of all ages are captivated by the game as soon as they pick up the PlayStation Move motion controller. The experience is extremely intuitive. There are no special gestures to learn like in some motion control games, you simply interact with the objects as you would in real life. It’s super easy and fun to just pick up the controller and start playing. Move Party is really only possible due to the amazing accuracy, freedom and precision that the PlayStation Move delivers. Cut hair, bash moles, bounce a ball, paint a picture, fly a helicopter, zap some robots and much more.
That’s all from me for now, but watch this space for more updates and lookout for us at E3. In the meantime, check out our new behind-the-scenes video featuring Jonathan Amor, Steve Goss and Tom Heaton, the Move Party developers over at Supermassive Games for an insightful look into how the PlayStation Move allows us to bring games like Move Party into your home.

