This is done by pressing in on the L-Stick, and have five different settings from very slow, to extremely fast, in case they want to move over to the UI and select another color or other draw options. One of the biggest design hurdles with controller drawing is the accuracy, so we designed and implemented a system that allows the player to control the speed of the cursor while drawing, to give them a lot more control over the experience. So that’s how we came to focus on stickers, swapping out existing templates, and other controller friendly customizations. Eventually we came to the conclusion that it’s not possible to replicate a pen or stylus (the mouse on PC comes close), and in order to bring the franchise to new consoles, including the Nintendo Switch, we needed another solution. How do you replicate the feel of the stylus? We have more power, but that’s not as relevant when the obstacle is the control. That’s one of the challenges that prevented the franchise from moving on these past 10 or so years. So, we’re aware that the Nintendo DS was perfectly positioned from a hardware perspective. How does more powerful, but less “drawing-friendly” hardware impact the game’s design? The original Drawn to Life was a clever idea both inspired and limited by the DS hardware. We still allow for zoom in for those who want to edit pixel by pixel. Without the limitations of the Nintendo DS, we were able to add a full color picker, with millions of colors, as well as a whole new section that allows the player to place, rotate, and resize pre-designed stickers to customize their Hero, as well as body parts from the dozens of Hero templates that are included. The Creation Tool is an expanded version of the original Draw Tool.
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