Comments on: milonti: Kinta’thorr – The Sharkadian God of Aggression https://github.blairmacintyre.me/site-archive/cs4455f13/2013/09/27/milonti-kintathorr-the-sharkadian-god-of-aggression/ Video Game Design and Architecture Mon, 30 Sep 2013 16:51:43 +0000 hourly 1 https://wordpress.org/?v=5.2.2 By: CS https://github.blairmacintyre.me/site-archive/cs4455f13/2013/09/27/milonti-kintathorr-the-sharkadian-god-of-aggression/#comment-456 Mon, 30 Sep 2013 16:51:43 +0000 https://github.blairmacintyre.me/site-archive/cs4455f13/?p=1059#comment-456 I really like all of the design decisions that went into making this a shark and then an angry shark. The aggressive boost and turn make the shark seem angry and the swimming 3d feel makes it feel like a shark. In all the feeling is definitely one of an angry shark. That being said the controls and camera could do with some tweaking. With the camera moving around and the shark flipping upside down and such I did not always feel like I was controlling the shark in real time. A little tweaking could go a long way in fixing this. Great job!

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By: aa71 https://github.blairmacintyre.me/site-archive/cs4455f13/2013/09/27/milonti-kintathorr-the-sharkadian-god-of-aggression/#comment-419 Mon, 30 Sep 2013 14:13:43 +0000 https://github.blairmacintyre.me/site-archive/cs4455f13/?p=1059#comment-419 I definitely get the feel aggressive shark from your project. The special abilities help make that clear. The music also adds to this feel. The thumping beat keeps the player going.

The feel of the controls is one thing that could be improved. At times I felt like they were a bit clunky. The lockout period for the special abilities could be a little lower, and I feel that the boost ends too quickly. The boost also seems to move the player a different distance at different times.

The aesthetics are fitting. Good job on the shark, it looks nice for only being made of primitives. Overall good job.

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By: Matt Giannelli https://github.blairmacintyre.me/site-archive/cs4455f13/2013/09/27/milonti-kintathorr-the-sharkadian-god-of-aggression/#comment-417 Mon, 30 Sep 2013 14:08:12 +0000 https://github.blairmacintyre.me/site-archive/cs4455f13/?p=1059#comment-417 Your prototype definitely did give an overall “aggressive shark” feeling, which I would have been able to pick out even if you hadn’t mentioned it in the title. The intense music, sound effects for chomping a pellet, and the charging effect really reinforced this concept you were trying to show. The model animations and the environment also looked very nice and made for a good representation of a shark underwater.

I did find it difficult to control though. I think it would have been easier if the controls were inverted or if there were mouse controls. Also, sometimes it was hard to tell when the shark was upside down. It might be a good idea to give the shark some different texture/geometry for the top and bottom to give the player a better reference point.

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By: Knight 2 https://github.blairmacintyre.me/site-archive/cs4455f13/2013/09/27/milonti-kintathorr-the-sharkadian-god-of-aggression/#comment-294 Sat, 28 Sep 2013 01:34:40 +0000 https://github.blairmacintyre.me/site-archive/cs4455f13/?p=1059#comment-294 Overall, I think you did a pretty good job of bringing your concept to life! I loved the double space bar super charge, the sound effect, character movement, and camera delay all add together for a really powerful experience. The bloody death of the targets and the music were also great in making the experience feel really aggressive and powerful.

However, I do think there’s room for improvement. In general I found the control scheme quite difficult to master, and often found myself turning in ways I didn’t understand (there were a Lot of buttons being used). Maybe in the future using just the mouse to determine direction would be easier? Or even just giving players a couple of options. Also, I feel your shark model would have been better if it were a bit simpler, I like the sleek body but the bumpy fins and tail make it lose that sleekness. I’d also suggest using a skybox instead of stretched out cubes to represent the ocean for this kind of effect. All in all, great job though!

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By: sikori17 https://github.blairmacintyre.me/site-archive/cs4455f13/2013/09/27/milonti-kintathorr-the-sharkadian-god-of-aggression/#comment-290 Sat, 28 Sep 2013 00:37:22 +0000 https://github.blairmacintyre.me/site-archive/cs4455f13/?p=1059#comment-290 I think you did a pretty good job on making the shark feel aggressive, especially with the special boosts and turns. He’s a little slow without them, but with them he feels quick and powerful. The background music instills a solid hyperactive pace, and the separation of the camera when the shark speeds up helps sell the acceleration. The sound effect when eating targets is a little muted and underwhelming, though the particle effect is appropriately bloody. There may be room for improvement here by using particles or other effects like narrowing the camera’s FOV to further increase the sense of speed. Overall, solid job.

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