The first step in our plans was to make a crucial call regarding the game’s controls. As we could not develop a better way to keep the resemblance of the controls in the original game, we decided to change the character navigation throughout the levels. This required a significant amount of time and accuracy to test all the possibilities of moving in the game and its parameters, but it generally fixed the issue as the controls were smooth again.
One solution does not always lead to another, so after that, the team needed to find a way of making the walking patterns in the levels more apparent. Sometimes, behind the numerous UI screens, players could no longer see where the character could go. The solution during porting was to clean up some of the levels and make it more evident to the player what he was about to do. In the process, many obstacles were removed, and some of the paths became more visible by the game’s logic.
Because of the variety in the level design, developers had to start these processes again for each level. We had to repeat this during various parts of the game where the main character is not walking but flying in an aircraft instead or traveling to different locations. Sometimes it took minor changes to make the game more accessible, as, in some parts of the game, you can fly directly above the mountain instead of searching for a path around the hill. These levels especially showed our ingenuity as we had to find ways for players not to feel uncomfortable while playing and feel the spirit of the game regardless of the platform.
The long and complicated process of testing in both SneakyBox studios and the customer sides finally led to the project being accessible on more gaming platforms. Even though the project was complex and required a lot of different strategies to keep it as close to the original as possible, the final project made the atmosphere and the adventures accessible to a bigger community of the gaming world, and that is what makes the customer and the porting team happy.