Martian Panic (developed by N-Fusion Interactive) is a short game for the Wii, that has a longer history than you might expect.
The original design emerged in 2007. A demo was built in Unreal Engine 3 that featured a stationary player-controlled turret, with Martian invaders attacking on all sides. The look was colorful, but more gritty than the cartoonish version that eventually shipped on Wii.
This demo contained two levels:
The Boardwalk
The Drive-In
Colorful UI overlays with different weapon types were generated:
This version of the game was developed internally and pitched around to several publishers. It was a good conversation starter, but no one signed on at the time.
At this point we were still excited about the game, but we needed to make some technical changes. The Nintendo Wii was selling like crazy and we had an opportunity to develop our own technology to produce Wii games, without licensing an engine.
Martian Panic was the perfect test case for this technology. So, N-Fusion Interactive's newest engine/editor "N-Room" was born. And the Martian Panic game level "Cornfield Abduction" became the best "vertical-slice" test level to prove things out.
Martian Panic: "Cornfield Abduction" Game Design
YouTube Video: The Day The Corn Stood Still
It's fun to compare the original design sheets with a playthrough of the final version. A lot of the original concepts made it through to final!
N-Room Technology Advances
N-Fusion Interactive's "N-Room" (game engine & editor) technology was built to support the feature set for Martian Panic. As it developed, the Cornfield Abduction level became a great demo for publishers. This attracted publishers for a variety of publishing deals, and Martian Panic itself ended up taking a backseat. Two other Wii titles were eventually developed and released before Martian Panic went into full development. Those titles are Go Play: Circus Star, and Medieval Games.
Here are some more images of Martian Panic in development:
Old Main Menu
Old concepts for commentators, Martian Overlord, and Scientist.
Pre-visualization renders (not playable) of the Drive-In level.
More Martian concepts.
Lost Levels
Martian Panic had an unusually long list of incomplete levels that were in development at one time. I think this was because the original demo level, Cornfield Abduction, was in development for such a long time, as the tech evolved. And because of that we didn't have a great metric to determine how long a level would take to develop when we went into full production.
Optimism bias would lead you to believe you could make additional levels somewhat faster than the vertical slice (demo) level. But, how much faster? Answer: not fast enough!
I manage to find screenshots of several levels that made it past pre-visualization and into first playable stage. But unfortunately, they had to be abandoned so that more effort and resources could be allocated for the levels that would ultimately ship.
Here's a list of lost levels, starting with those pictured above:
- Atlantis
- The Capital
- Funland
- Easter Island
- Hollywood
- Mars (intended as the final level)
- Hoover Dam
- Stonehenge
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