 Going Commando was approved for development five months before the first game 's release , after highly positive reviews from the original 's playtesters . In August 2002 , Insomniac Games started designing the visual concepts for Going Commando , while still fixing bugs in the original game . Brian Hastings , Insomniac 's Vice President of Programming , said in a 2003 interview that the first step in the game 's design was to " try to come up with a few ' Big Ideas ' . These are the things we think will really grab people 's attention and give the game that Wow @-@ Factor . In the case of Ratchet & Clank : Going Commando the big ideas were RPG elements ( like weapon upgrades and health upgrades ) , spherical planets and space combat . " Hastings said that the inspiration for the game 's spherical worlds came in part from the cover of the 1943 novel The Little Prince . Designing the spherical worlds required changing about 50 @,@ 000 lines of the game 's code , to account for the different handling of gravity . Development took a total of ten months , during which time Insomniac 's design team doubled from 40 to 80 members . 
