Porcupine Design:To read the full blog posts click over to the pages below.
As an inside joke I also thought it would be cool to have him be afraid of Toki Tori, since he’s been shot and frozen by him dozens of times in the original game. When he sees Toki Tori up close, he’ll back away until he can’t see Toki Tori anymore.
I thought it may be cool to have him be available in a two states, one with spikes, resembling the old one, and one without which shows his true personality.
Normally, the porcupine just walks around. He’s afraid of almost anything that moves and has a fear of heights. You could say he’s totally useless to Toki Tori.
That’s where the two states come into play. When he’s pushed too far (read: Toki Tori scares him with his stomp move) he’ll go berserk, show his spikes and start running forward, killing others and cutting stealth grass in the process. He doesn’t mean to hurt anyone - he’s a nice guy, really! - but he just wants to get away as soon as possible. When he hits a wall, he’ll create a small vibration and come to his senses.
In Toki Tori 2, players will have a similar initial experience, where they’ll follow the main path but get teased by an alternate route or a seemingly impossible to reach collectible. We expect the player’s first reaction is to move on, expecting they’ll be handed a tool to reach it at a later time.
But as they continue they’ll start to notice no tools are being handed out. Instead, we teach the player more about the creature that was standing next to the seemingly impossible to reach collectible. It turns out it was possible all along, and he could have figured it out himself by experimenting a bit more with the creature.
We call this the ‘knowledge unlock’. Absolutely everything we put into the game can be accessed straight away with just Toki Tori’s stomp and whistle moves and some brainpower from the player’s part. Toki Tori will still need to move from level to level through the game, but the route and difficulty will completely depend on the knowledge gathered by the player. The more curious the player becomes, the more the game will reward him for it.