Comments on: Groose: Link and Groose in Hyrule https://github.blairmacintyre.me/site-archive/cs4455f13/2013/09/13/groose-link-and-groose-in-hyrule/ Video Game Design and Architecture Mon, 16 Sep 2013 14:27:49 +0000 hourly 1 https://wordpress.org/?v=5.2.2 By: Clay Goddard https://github.blairmacintyre.me/site-archive/cs4455f13/2013/09/13/groose-link-and-groose-in-hyrule/#comment-195 Mon, 16 Sep 2013 14:27:49 +0000 https://github.blairmacintyre.me/site-archive/cs4455f13/?p=579#comment-195 First off, I think the graphics really made this game. The combination of the background and the two different characters of Link and Groose gave the game polish that allowed the player to be emersed. On top of that, the materials on the platforms matches the style as well. The change in musice when you change characters sets the mood as well.

One criticism is that I wish you could change directions while in the air. This loss of control makes me feel like I don’t have control for most of the game considering that I am jumping around a lot.

Overall, some loss of control issues could be fixed but the polish through graphics and music creates game feel.

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By: cake https://github.blairmacintyre.me/site-archive/cs4455f13/2013/09/13/groose-link-and-groose-in-hyrule/#comment-175 Mon, 16 Sep 2013 07:00:53 +0000 https://github.blairmacintyre.me/site-archive/cs4455f13/?p=579#comment-175 The mechanics and switch between two characters sharing the same scene was really nice. However, the real-time control could be improved if some enhancements of the jump mechanic of both avatars.
The simulated space is almost good, there are some wierd situations in some collisions. Also, making the avatar able to collide with each other should make things more fun.
The polish on your work is great! The background giving some sense to the platforms, the soundtrack and sound effects of each character as the characters animations convey the feels of controling some heavy and a floaty characters.

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By: sikori17 https://github.blairmacintyre.me/site-archive/cs4455f13/2013/09/13/groose-link-and-groose-in-hyrule/#comment-56 Sat, 14 Sep 2013 23:49:02 +0000 https://github.blairmacintyre.me/site-archive/cs4455f13/?p=579#comment-56 The Zelda setting is a lot of fun, and a nice appropriation of the Super Smash Bros level to fit the platforming. Having the characters be distinct entities in the level was a great idea and really helps to set them apart, especially with the different audio tracks.

The bouncing movement and speed of link while he walks is great. However, his jump is much too long and floaty, which doesn’t present the quick, dashing movement you expect from him. The lack of lateral control once in the air is also an issue, since it breaks real-time control for such a long duration.

Groose’s little wiggle animation is excellent, and his jump sfx matches perfectly. He has the same floating and lateral movement problems as Link, but he does feel much weightier. The height of his jump also suited the spacing of the platforms much better, so he navigates the level pretty well.

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By: baby https://github.blairmacintyre.me/site-archive/cs4455f13/2013/09/13/groose-link-and-groose-in-hyrule/#comment-46 Sat, 14 Sep 2013 21:12:33 +0000 https://github.blairmacintyre.me/site-archive/cs4455f13/?p=579#comment-46 I liked how you had both characters displayed on the screen simultaneously and could switch between them because it emphasized the fact that they had two separate and unique feelings. Using pictures of character’s heads on top of bodies that wiggled when they walked was a good idea too since it made them more distinct. Also, because the jump and fall speed was so slow for both characters it made them feel pretty similar. Of course their jump heights and sound effects were different, but it is hard to tell the difference between game physics unless they’re dramatically different.

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By: Knight 2 https://github.blairmacintyre.me/site-archive/cs4455f13/2013/09/13/groose-link-and-groose-in-hyrule/#comment-38 Sat, 14 Sep 2013 04:14:42 +0000 https://github.blairmacintyre.me/site-archive/cs4455f13/?p=579#comment-38 I very much like the consistency of vision for the project, and many of the polish details thrown into it. In particular I very much enjoyed the use of two distinct themes to introduce each character. The different animations also did an excellent job of conveying different personalities for each character, particularly Groose’s back and forth swagger. I also liked the tuning to motion done, as I feel it contributed a lot to the differences in the feel for each character.

Though I very much liked the consistency in the vision for the assignment, it was a bit difficult to tell the difference between platforms and background pixels, since they’re of similar color and patterns. Potentially creating a more obvious disparity between these two would have been useful? I’m also not quite sure about how much the final project matches the initial concept of a “Heavy, metallic, machine” and a “Quick, nimble, elf”. Though Link is definitely a quick and nimble elf as a character, the jump took far too long for me to really feel all that quick and nimble while playing as him. I actually felt Groose felt quite heavy as well, and I definitely loved the sort of swaggery feeling evoked by the music and the motion, but I’m not quite sure he was particularly machine-like or metallic. Despite that though the end result is definitely very cohesive, and is quite enjoyable to play.

As a quick note, I noticed the music doesn’t loop while I typed this up, if you just check the “Is Looping” box on the Audio component it will automatically loop.

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By: Caleb Kirksey https://github.blairmacintyre.me/site-archive/cs4455f13/2013/09/13/groose-link-and-groose-in-hyrule/#comment-27 Fri, 13 Sep 2013 22:07:27 +0000 https://github.blairmacintyre.me/site-archive/cs4455f13/?p=579#comment-27 I thought the polish in this game did a great job of establishing a unique feel. The feel of the two characters was a great contrast. Also, I felt like the level design and polish really completed the feel.

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