Comments on: LivingLed P1 https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/08/livingled-p1/ Video Game Design and Architecture Fri, 17 Oct 2014 04:28:31 +0000 hourly 1 https://wordpress.org/?v=5.2.2 By: baguettebaguette https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/08/livingled-p1/comment-page-1/#comment-289 Fri, 17 Oct 2014 04:28:31 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1583#comment-289 I think this was a good game, and enjoyed the different feels of the movement of the avatars. It really helped to make the characters feel strong or weak. I also think that the textures and atmosphere really conveyed the type of scene that I was in. The aggressive scene was lit red and the weak scene was lighter colored. The sound definitely added to the feel of each scene.

I was very confused trying to control the character in the weak/scared demo. I would suggest maybe rethinking the mechanics of your game so that switching camera fews isn’t so essential, or finding a way to get around that.

Overall, it was a fun game.

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By: mulletman https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/08/livingled-p1/comment-page-1/#comment-280 Fri, 17 Oct 2014 04:11:50 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1583#comment-280 I liked the music you used for each of your game feels and I also liked that there was a difference between both the actions and builds of the avatar because this further accentuated the difference between strong/aggressive and weak/scared. The movements of the avatar played a key part in differentiating between the two game feels. Also, I really liked how the movement changed when the weak/scared character encountered a ghost. That was pretty cool.

The most obvious improvement would be for when you try to change scenes while pushing the door-blocking rectangles. I jumped right into your game without reading the description so this took me by surprise. Also, because of the walls, it was easy to lose sight of the character. Maybe you could figure out a way to alter how the camera follows the avatar in such close quarters.

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By: duetosideeffects https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/08/livingled-p1/comment-page-1/#comment-260 Fri, 17 Oct 2014 03:11:56 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1583#comment-260 The 2 game feels were very well achieved. The way the aggressive one is significantly larger than the others; the way the aggressive avatar launches all of the items/characters in the scene; the way the scared avatar seems genuinely scared; lastly, that the scared avatar can’t do anything about the monster that appears at the end of the hall.

Some of the things that could have been improved were technical things. The textures were not very well applied and could have used some tiling. Unfortunately, nothing happens when the monster comes out and spooks the player. The aggressive player pushes things at about the same force regardless of its speed.

The controls of the aggressive character turned a bit sluggishly; you could let go and he would take a while to return to the center.

There could have been particle effects implemented into the game.

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By: tsa2 https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/08/livingled-p1/comment-page-1/#comment-219 Thu, 16 Oct 2014 23:19:47 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1583#comment-219 I really like the game feel on your game. Earlier, I was playing this one during class so I had the volume off and I could really tell which moods each one conveyed. I like how in the aggressive-strong mode, all you can do is smash boxes and the feel was even better when the sound was one. I like how the character movement in the scary-weak state changed after the monster picture came out. I also liked how the arms moved to portray the different movements in the state.

I also agree with others that the camera was a little weird. It was hard for me to move when trying to push the door open. I don’t know if this was intentional but in the aggressive state, I flung a lot of stuff over the walls. I found it to be fun and tried making things go over the wall. I don’t think it’s a big deal but it might be better to keep the stuff inside the room.

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By: davidscz https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/08/livingled-p1/comment-page-1/#comment-210 Thu, 16 Oct 2014 21:49:04 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1583#comment-210 Game feel part is really strong on your demo. Both the strong and horror part are well made. The only problem I have is the camera, when you walking around the edge of maze, the camera is blocked by the wall.

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By: starlord https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/08/livingled-p1/comment-page-1/#comment-180 Thu, 16 Oct 2014 16:51:42 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1583#comment-180 For the strong and aggressive feel, I liked the strong collisions, but I think some collision sounds would have made them feel stronger. The music and textures match really well, but I think a dark skybox would have been a good addition. The controls are nice and responsive, but they don’t make the character feel like he has a lot of weight. It might just be my personal preference, but I think that some sort of polish effects to make the character feel heavier would have been nice.

I liked the slow movement in the weak and scared feel, since it gives a good sense of being scared, but it got a little frustrating when you had to push blocks like that. Space to quickly turn around was a nice touch. The camera was a bit weird for this feel though, I understand that you had to do something to make it easier to see that you were moving the blocks, but having to press q to go back to the normal camera was a bit frustrating. Maybe something like moving the camera back a certain amount of time after you’ve stopped pushing the block would work, or, instead, you could make the player hold a button to move the block and move the camera back when they let go. I really liked the panic mode, since it captures the other side of being scared really well.

I also thought the animation was nice in both feels.

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