Comments on: gnle7 – Heavy Cubemobile vs. Panicked Elf – Project 2 https://github.blairmacintyre.me/site-archive/cs4455f13/2013/09/13/gnle7-heavy-cubemobile-vs-panicked-elf-project-2/ Video Game Design and Architecture Mon, 16 Sep 2013 19:00:37 +0000 hourly 1 https://wordpress.org/?v=5.2.2 By: Kesrogaz https://github.blairmacintyre.me/site-archive/cs4455f13/2013/09/13/gnle7-heavy-cubemobile-vs-panicked-elf-project-2/#comment-262 Mon, 16 Sep 2013 19:00:37 +0000 https://github.blairmacintyre.me/site-archive/cs4455f13/?p=801#comment-262 The cubemobile’s movement is great, and I like how it moves the entire stage when it lands, really giving it a heavy feeling, however the stage becomes tilted after a few movements which is a little odd. The elf really feels springy, and the sound effect reinforces this. The background does add color, however you would have been much better served if you had higher resolution images as the low quality greatly reduces their effectiveness.

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By: Force Ives https://github.blairmacintyre.me/site-archive/cs4455f13/2013/09/13/gnle7-heavy-cubemobile-vs-panicked-elf-project-2/#comment-220 Mon, 16 Sep 2013 17:35:38 +0000 https://github.blairmacintyre.me/site-archive/cs4455f13/?p=801#comment-220 Your pure feels are pretty well done here! Even though the actions for each character are the same (run, jump) and the jumps are even roughly comparable, the speed of the characters and in particular the landing effects of the heavy guy feel appropriate for their particular target feels.

I also like the animation, particularly the way the light guy’s head looks down when jumping to the right (would really have liked it if it were looking left when jumping left). The rolling animation of the heavy guy is also pleasing, particularly in the air.

To be honest, I’m not sure the backgrounds add much.

If I had to pick out a few things to improve, I’d say try to come up with more interesting mechanics for the different dudes, so you can build levels that take advantage of each’s abilities. Also add more jump control, as it is I press space then just have to wait for the jump to finish. I can’t control its height OR trajectory, and it robs me of those correction cycles that are required for the real-time control aspect of game feel.

Good job though, I had more fun just moving around in this game than lots of other submissions.

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By: fc13 https://github.blairmacintyre.me/site-archive/cs4455f13/2013/09/13/gnle7-heavy-cubemobile-vs-panicked-elf-project-2/#comment-95 Sun, 15 Sep 2013 19:26:46 +0000 https://github.blairmacintyre.me/site-archive/cs4455f13/?p=801#comment-95 The cubemobile and elf both meet their assigned feels of slow and heavy and fast and light, respectively. The sounds were especially effective at accomplishing the feels. The quick footsteps on the elf and sounds of machinery on the cubemobile help achieve the desired feels. The screen shake upon the cube mobile’s landing is an especially effective device for adding to the heavy feel.

It does seem to be lacking some polish like animations on the panicked elf. Also I think the low image quality of the background on the panicked elf level detracts from the game a bit. The background on the cubemobile does as well, but for some reason the elf background stood out more to me.

All in all, despite the lack of some polish effects, your two characters meet their assigned feels.

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By: vicky https://github.blairmacintyre.me/site-archive/cs4455f13/2013/09/13/gnle7-heavy-cubemobile-vs-panicked-elf-project-2/#comment-74 Sun, 15 Sep 2013 04:30:54 +0000 https://github.blairmacintyre.me/site-archive/cs4455f13/?p=801#comment-74 The elf part is more appealing to me. Seriously, I found its sounds very funny and it totally complies with Panicked elf. I also liked the rotation movement for Heavy cube mobile. The camera shake is a nice polish for emphasizing the weight of character. Essential element of game feel was there in the demo. Collisions and other actions have sounds.

However, I discovered some problem. The elf is leaving the bounds and falling at times in right most bottom. That is fine as we have to write collision code our-self. But if the game had a re-spawn mechanism then it would have been better. When the elf hit platform it produce sound only when i am hitting it side wise, but no sound is produced if I hit it perpendicularly i.e. from below.

Both the environments have different backgrounds but the platforms could also have bee decorated. I think that is a necessary polish that was missed out. Also there could have been some background music.

The camera is not reset after the heavy metal animation. That kept the environment bit rotated, which is looking odd.

The demo although have game feel but its incomplete.

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