Comments on: Project 2: Floaty and Heavy https://github.blairmacintyre.me/site-archive/cs4455f13/2013/09/13/project-2-floaty-and-heavy/ Video Game Design and Architecture Mon, 16 Sep 2013 17:37:13 +0000 hourly 1 https://wordpress.org/?v=5.2.2 By: aatrox54345 https://github.blairmacintyre.me/site-archive/cs4455f13/2013/09/13/project-2-floaty-and-heavy/#comment-222 Mon, 16 Sep 2013 17:37:13 +0000 https://github.blairmacintyre.me/site-archive/cs4455f13/?p=713#comment-222 I really enjoyed the objective you created to get to the red ball. It made it feel like more of a game rather than a toy. That being said I found it very difficult to complete that objective using the heavy avatar. Also I definitely felt the difference in feel when controlling the heavy and floaty avatar. The heavy avatar was sluggish and fell very fast and the floaty avatar felt very light and fell very slow. I would have enjoyed controlling the movement while in the air for at least the floaty avatar but overall a great game! The background change was also some nice added polish.

]]>
By: Suraj Saripalli https://github.blairmacintyre.me/site-archive/cs4455f13/2013/09/13/project-2-floaty-and-heavy/#comment-166 Mon, 16 Sep 2013 05:46:08 +0000 https://github.blairmacintyre.me/site-archive/cs4455f13/?p=713#comment-166 The difference in the backgrounds helps a lot in differentiating between the avatars. The movement animations for the characters give them a feel of moving and not simply gliding which adds to the feel. I suggest adding sound to the game would take the feel to the next level. I also liked the way u created a task and didn’t leave the experience with just the feel.
I would suggest adding a little more to the movements to differentiate more.

]]>
By: Elise https://github.blairmacintyre.me/site-archive/cs4455f13/2013/09/13/project-2-floaty-and-heavy/#comment-125 Mon, 16 Sep 2013 00:30:51 +0000 https://github.blairmacintyre.me/site-archive/cs4455f13/?p=713#comment-125 I agree that the changing background was a nice touch. It neatly suggested that each mode had distinct feels to them.
The jumps on the heavier one felt sort of floaty in that it felt like it took too long for it to fall. Also, the floaty mode really felt like it should’ve been able to bounce off the wall to an extent, but instead would just fall to the ground if it collided sideways. It would feel more satisfying if colliding sideways didn’t make you unable to move until hitting the ground, or if at the very least there was some kind of polish animation to suggest a reason for the way it falls.

]]>
By: wow windy https://github.blairmacintyre.me/site-archive/cs4455f13/2013/09/13/project-2-floaty-and-heavy/#comment-120 Mon, 16 Sep 2013 00:17:07 +0000 https://github.blairmacintyre.me/site-archive/cs4455f13/?p=713#comment-120 The different background helps a lot. Before moving the avatar, I can tell the different feeling of each other. The motion of the avatar is consistent with the background as expected. These gives me natural and smooth feeling. The texture of platform is also well chosen. So far this is well done with these existing features. I would suggest adding the sound effect as a future work. Moreover, the red target is visually disturbing. I would suggest make another similar target as the avatar.

]]>
By: baby https://github.blairmacintyre.me/site-archive/cs4455f13/2013/09/13/project-2-floaty-and-heavy/#comment-49 Sat, 14 Sep 2013 21:34:37 +0000 https://github.blairmacintyre.me/site-archive/cs4455f13/?p=713#comment-49 I liked the dramatic difference in the two characters’ feels because they were very distinct. The moving character model when walking was also a nice touch that gave a visual reminder that the character was walking or jumping. The changing look of the stage was nice, but since there was no sound the game felt like it was missing something. I think sound can be a more powerful indicator of feel than visuals when it comes to sensory output from the game.

]]>