Comments on: Someguy: Heavy metal and Light Elf https://github.blairmacintyre.me/site-archive/cs4455f13/2013/09/13/someguy-heavy-metal-and-light-elf/ Video Game Design and Architecture Mon, 16 Sep 2013 17:55:53 +0000 hourly 1 https://wordpress.org/?v=5.2.2 By: Force Ives https://github.blairmacintyre.me/site-archive/cs4455f13/2013/09/13/someguy-heavy-metal-and-light-elf/#comment-232 Mon, 16 Sep 2013 17:55:53 +0000 https://github.blairmacintyre.me/site-archive/cs4455f13/?p=705#comment-232 You do achieve two different feels here, good job. I had a sensation of dragging with the heavy character (the sound effect is crucial here, it would be frustrating to go that slow without justifying it as scraping), and a sensation of floating with the lighter one. I actually think the fact that the lighter one floats above the ground helps with that.

I like that you included a second jump for the light guy, but I wish you’d come up with something for the heavy guy to do also, he’s kind of boring in comparison. The level design doesn’t much take advantage of what the heavy guy can do that the light guy can’t. Maybe I’d suggest making the double jump of the light guy not add any height, so he can cross long distances, while the heavy guy can jump higher. I don’t think the height of his jump is counter to his heaviness, as long as you make him seem strong and give him a beefy landing.

Another criticism I’d mention is that the distance from the model to the surface he’s on makes it a little difficult to tell if you’ve jumped high enough to make it onto a platform.

I do want to commend you for letting me have air control. It keeps me in real-time control, which maintains my game feel. If I had to suggest an improvement, I’d say to not let me just reverse on a dime. If there were inertia, particularly on the heavy guy, then I’d have a much better impression of controlling characters that have real mass in the simulated physical space.

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By: wow windy https://github.blairmacintyre.me/site-archive/cs4455f13/2013/09/13/someguy-heavy-metal-and-light-elf/#comment-116 Mon, 16 Sep 2013 00:02:22 +0000 https://github.blairmacintyre.me/site-archive/cs4455f13/?p=705#comment-116 The noise made by moving the heavy metal guy around together with the black cold color really give me a metallic feel. The landing sound of it has some length. This is good, which makes me feel like this is echo. What I feel odd is the sudden stop of the sound. I would suggest to reduce the volume while playing the sound instead of a sudden stop.

For the Light Elf, the sound gives me a nimble feel. And it drops slower than the heavy metal guy which shows a good comparison on the light and heavy game feel. Since the sound is human voice, I would expect a more ‘human like’ avatar. That’s why the green cube here looks strange to me.

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By: marquisaurelius https://github.blairmacintyre.me/site-archive/cs4455f13/2013/09/13/someguy-heavy-metal-and-light-elf/#comment-105 Sun, 15 Sep 2013 22:05:04 +0000 https://github.blairmacintyre.me/site-archive/cs4455f13/?p=705#comment-105 The scraping sound really sells the heavy movement. There haven’t been any other submissions that gave me a sense of friction or the texture of the bottom of my avatar. The landing sound is also great but the takeoff is strangely quiet.

The breathing sounds for the light character are great, but the model’s lack of animation and the floatiness of the jump are at odds with the idea that he’s supposed to be a guy. Also it look awkward that he never comes to rest on the platforms because his collider is the same as the heavy’s.

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By: Jonathan Betancourt https://github.blairmacintyre.me/site-archive/cs4455f13/2013/09/13/someguy-heavy-metal-and-light-elf/#comment-60 Sun, 15 Sep 2013 00:08:56 +0000 https://github.blairmacintyre.me/site-archive/cs4455f13/?p=705#comment-60 I like how you used sound to convey the feel of heavy and nimble. The heavy character sounded like a rock being dragged along the floor. This gave the impression of heaviness. As for your nimble character, it sounded like a guy jumping around. Voices can convey a sense of character, and the voice you used sounded like a nimble person. It wasn’t obtuse, but rather, normal.

I also liked how you used color. The heavy character had colors that are normally on rocks and metals. As for the nimble elf, green is a good color since its a color stereotype for elves.

I think that the heavy character moves left and right well, but the jump may need to be fixed. Adding more gravity to the character could help with that. I just don’t think a heavy character can jump that high.

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By: gr8dhage https://github.blairmacintyre.me/site-archive/cs4455f13/2013/09/13/someguy-heavy-metal-and-light-elf/#comment-28 Fri, 13 Sep 2013 22:13:19 +0000 https://github.blairmacintyre.me/site-archive/cs4455f13/?p=705#comment-28 The mechanical player feels really nice. I really like the dragging noise he makes. The sound the light elf makes after falling seems slightly exhausted. The difference in the two feels in easily noticeable and nicely done.

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