Rhythmic combat game – Nintendo DS – 2006
What I did.
What I learned.
How to work in no-optimal conditions.
Dancefloor was my first project as a game designer. It’s a rhythm game on Nintendo DS, close to the Dance Dance Revolution series with a test of Bust-A-Groove. The game was meant to be played with a proprietary peripheral device, that our the publisher wanted to sell with the game. This drove the whole game’s conception.
From this concept, I wanted to modify the classical rules coming from Dance Dance Revolution, in order to use the Nintendo DS’s touchscreen in the best way possible and added some principles we found generally in beat’em all games. That’s why the player character dance against an IA character and can perform combos. Those combos are to be performed during free sequences, but hard defined in the timeline of a song, and allowed the player to trigger a fury move.
However, the absence of any prototype for the peripheral device and any documentation on how it will interact with the hardware, forced me to « blind designed » the game, which quickly lead us to face some technical constraints inherent to the hardware.
We had to build our own tools which enable the creation of rhythm pattern, based on a playlist of songs provided by the publisher.
I was also in charge of one intern’s formation.