Comments on: thievenstealburg’s p1 https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/08/thievenstealburgs-p1/ Video Game Design and Architecture Sun, 16 Nov 2014 13:02:54 +0000 hourly 1 https://wordpress.org/?v=5.2.2 By: squarehelius https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/08/thievenstealburgs-p1/comment-page-1/#comment-326 Fri, 17 Oct 2014 06:45:41 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1594#comment-326 I love the implementation of avatar. Their appearance can give me a sense of the corresponding feel at a glance.

For the first mode, the ability of pushing objects and the trailing fire effect, along with the background music can definitely make me feel it is strong and aggressive. The polish is absolutely awesome. The dark skydome and the rock music in the back really makes the game better.

For the second mode, I really like the ability of flying and the leisure music in the back. Also the animation of falling feather is really good. I also like the invisible air block to prevent player falling from the platform.

It’s really good project. It would be even better to add more animations to the avatar itself. Good job man.

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By: masterchief https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/08/thievenstealburgs-p1/comment-page-1/#comment-262 Fri, 17 Oct 2014 03:20:40 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1594#comment-262 Aggressive/Strong:
I thought this was awesome. Your character looks angry, and the environment reacts as such. The music and polish really supports the feel. I think you could add some sort of jump or special move to really take it to the next level.

Joyful/Nimble:
With the polish, this was also great. The music and colors match perfectly with the mood. I think the interaction needs a bit of work because it really feels like the aggressive/strong one without the polish (except for not being able to knock things down). Maybe a slightly wobbly motion might add to the nimble feel. I also think that you should slowly fall to the ground rather than hover indefinitely.

Overall great work.

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By: patches https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/08/thievenstealburgs-p1/comment-page-1/#comment-140 Wed, 15 Oct 2014 22:56:46 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1594#comment-140 For the aggressive/strong feel, the inability to jump forcing you to break down the walls definitely helps create the strong feeling. The aggressive feeling is conveyed perfectly by the trail of fire, darker skybox and the music.

For the joyful/nimble feel, once again, I really liked the decision behind forcing your character to do a specific action to convey the feeling. Nimbleness is definitely created via the faster movements and ability to jump, which is really only shown by using its contrast between this feel and the aggressive/strong feel. Without the contrast, the ability to jump/fly alone would not have been enough. The change to a more joyful, mellow background track, a brighter skybox and feathers coming off your character definitely helped convey this game feel well.

I like the approach of angels and devils that allowed you to fashion your characters to be aggressive/strong or joyful/nimble without just using color changes. Some suggestions that I have would be to add some audio clips to the interactions, like when you hit an object or when you’re flying. Other than that, everything else is perfect.

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By: thisisaname https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/08/thievenstealburgs-p1/comment-page-1/#comment-87 Wed, 15 Oct 2014 14:05:46 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1594#comment-87 Apart from the amusingly over-the-top music that fits perhaps too well for aggressive/strong given the scope of the project, the first thing that stuck out to me about this one was the range of motion. Acceleration would help with the feel of motion, of course, and while it may just be on my end the range on turning felt a bit small without excessive mouse movement.

For the demon, my first suggestion would be to increase the impact force on the boxes so they fly out in all directions from you when you hit them, and add a sound effect. This would help considerably with the impact; currently the music and general atmosphere (the fire, appearance, and such) leads up very well to a feeling of strength and aggression, but the force on the boxes doesn’t follow through with this feeling. Being able to do something with space (launching objects, picking them up and then throwing them, maybe?) would also help, as the range of ability seems a little limited.

The angel certainly had the feeling of nimbleness to it given its far greater range of motion and ease of control, but apart from music there wasn’t much to give a feeling of joy. Both of these, I think, could be helped by having the angel’s movement be a little less static; simple flapping motions for the wings and leaning in the direction of flight, for instance. As it stands both of the avatars feel somewhat like pawns on a game board – which comes off as odd given this one flies. Increased game-feel polish could be in the form of the sound of rushing air and wing flaps.

The atmosphere in terms of skybox and textures feels good (the effective color coding of red for things the demon can interact with and blue for the angel stuck out as well-placed), and the music is fitting almost to a fault given the expectations it builds up. The avatars are well-made and obviously portray what they intend to, to the point where it could have been easily understood without so much as a written explanation. This is always a good design feature, in my opinion. The only issue I had in terms of atmosphere is that the ground texture doesn’t change with the avatar, and is grassy throughout (made more obvious by the lack of change in lighting), but in general the use of textures and visual appearance is handled well here. Again, my only major issues were some tuning to interaction and animation. In general, a good project.

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By: ninebolt https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/08/thievenstealburgs-p1/comment-page-1/#comment-67 Tue, 14 Oct 2014 21:56:49 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1594#comment-67 Nice game Thievenstealburg! The music for both scenes, especially for the demon scene was awesome and very well made. I really liked the particle effects of the fire for the demon and feathers falling off of the angel. I definitely think you got the aggressive and strong feelings from the demon scene. I really like how when he hits the blocks, you can feel him plowing through them with very little backwards resistance.

I liked the angel scene as well, especially the flying, which I thought was a very nice touch; however, I am having a difficult time finding the scene to be joyful after I remove the polish effects. One thing I think you can do would be to add a small sound effect when the angle flies upwards; I think this will definitely reinforce the joyful feeling of the scene.

Great job!

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