Comments on: Metallic Hunk vs Holiday Elf https://github.blairmacintyre.me/site-archive/cs4455f13/2013/09/11/metallic-hunk-vs-holiday-elf/ Video Game Design and Architecture Mon, 16 Sep 2013 15:07:08 +0000 hourly 1 https://wordpress.org/?v=5.2.2 By: Clay Goddard https://github.blairmacintyre.me/site-archive/cs4455f13/2013/09/11/metallic-hunk-vs-holiday-elf/#comment-198 Mon, 16 Sep 2013 15:07:08 +0000 https://github.blairmacintyre.me/site-archive/cs4455f13/?p=547#comment-198 I liked the two obviously different character mechanics.With the metallic hunk, the sound effects gave the mechanic polish. From the music to the jumping and landing sounds, I really felt like I was controlling a piece of metal. The particles when you land are also a nice touch that helps create game feel. Last, the animation where the character squats down is good polish as well! My only criticism is that the character gets stuck in the ground sometimes and needs multiple jumps to get out. This causes loss of control. Overall, the metallic hunk was done really well! Second, the holiday elf was fun to play with too. The playful music sets the mood right away. In addition, the playful jump sound makes that christmas mood even more powerful. The elf definitely feels quick and can jump high. I do wish you could control him in the air. But overall game feel is achieved for the quick nimble elf through these mechanics.

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By: fl11630 McVGDev https://github.blairmacintyre.me/site-archive/cs4455f13/2013/09/11/metallic-hunk-vs-holiday-elf/#comment-153 Mon, 16 Sep 2013 04:35:26 +0000 https://github.blairmacintyre.me/site-archive/cs4455f13/?p=547#comment-153 The buildup for heavy mode was helpful in conveying its sense of heft, and the sparks were a nice touch here too. I really liked the choice of jump sound, background tune, and even just the start black in contrast to bright blue for light to give heavy mode a somber tone. I sort of had an expectation from the interaction that the longer I held the jump button to load the jump the higher it’d take me – that may have less to do with game feel though than just fairly generic interaction convention, and as a feel prototype this certainly isn’t something that got in the way.

For the light mode, you’ve definitely accomplished the light feeling with the high quick jumps. The combination of Christmas music, blue coloration, and slight but noticeable lag when releasing controls (possibly a side effect of Unity’s input smoothing, which can be tweaked in project settings) also had a kind of icy feel to it as well, I thought.

Nicely done!

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By: falconette https://github.blairmacintyre.me/site-archive/cs4455f13/2013/09/11/metallic-hunk-vs-holiday-elf/#comment-82 Sun, 15 Sep 2013 17:10:54 +0000 https://github.blairmacintyre.me/site-archive/cs4455f13/?p=547#comment-82 The background music is a wonderful touch that I haven’t seen used to such a contrasting degree! On top of that, the animations give a very nice visual cue as to which avatar is the heavy, metallic character and which is the quick, nimble character. The sound effects upon jump also further reinforce this as well giving a very straightforward polish in game feel. I will note, however, the controls feel not particularly responsive which does interrupt the sense of real time feel.

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By: Matt Giannelli https://github.blairmacintyre.me/site-archive/cs4455f13/2013/09/11/metallic-hunk-vs-holiday-elf/#comment-61 Sun, 15 Sep 2013 00:13:56 +0000 https://github.blairmacintyre.me/site-archive/cs4455f13/?p=547#comment-61 Great job! I especially liked how the different background music reinforced each game feel mode. The different jumping sounds and the particle effects for the heavy avatar really supported the game feel you were trying to achieve. One suggestion I would make would be to increase the gravity for the nimble avatar. While it was very quick, I felt like when the avatar jumped, I went flying across the map. Other than that, I really liked it. The contrast between the two game feels was very strong, and your movement characteristics and polish effects really supported that.

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By: baby https://github.blairmacintyre.me/site-archive/cs4455f13/2013/09/11/metallic-hunk-vs-holiday-elf/#comment-45 Sat, 14 Sep 2013 21:00:18 +0000 https://github.blairmacintyre.me/site-archive/cs4455f13/?p=547#comment-45 My favorite parts of the game were the metallic hunk’s pre-jump crouch animation and landing particle effects. It made me feel like the avatar was working hard to jump because it was so heavy and that the landing was forceful. The changes in scene color and music make it easy to tell which character state you’re in and they’re complementary to the feeling of the characters physics and backstory.

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By: mbradley36 https://github.blairmacintyre.me/site-archive/cs4455f13/2013/09/11/metallic-hunk-vs-holiday-elf/#comment-17 Fri, 13 Sep 2013 12:22:48 +0000 https://github.blairmacintyre.me/site-archive/cs4455f13/?p=547#comment-17 I feel like you depict the two moods really well here! The darker scenery and particles create a very mystical sort of effect and the slower music feels very much in place against the slower movement of the character. The squatting animation also makes it feel as it a bunch of effort is put into a jump.
The lighter feel is very different in comparison. The audio is much more silly and the head bob matches that well. The character does seem to get stuck for a short amount of time when colliding with anything and that pulls away some from the momentum you otherwise feel playing the elf. Despite that though, the contrast is really strong and you definitely have two very different types of game feel!

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