Comments on: Captaincmy’s Project 1 https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/09/captaincmys-project-1-2/ Video Game Design and Architecture Fri, 17 Oct 2014 06:07:42 +0000 hourly 1 https://wordpress.org/?v=5.2.2 By: happypandafrand https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/09/captaincmys-project-1-2/comment-page-1/#comment-308 Fri, 17 Oct 2014 06:07:42 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1636#comment-308 For me the camera is the best part of this game. In the dreamy scene where the camera moves when the character is in the air, it really gives the player a sense of the force that the character is under when it is jumping really high distances. The camera movement when he is on the platforms is also a very nice touch. It disorientates the player for that moment which is a cool feeling to have. The movement is fluid and the angles work well. Also, allowing the character to jump into the air really fast and then let him kind of float down is a nice touch that feels dreamy. I also like how the floor in the dream scene feels like it’s not even there.

Immediately something I noticed right off of the bat is that the character movement is slightly off from the orientation of the player which made it hard to collect the black balls at first. After a while you get used to it but it would be nice to be comfortable with the players movement from the start. Also a simple way to show more the strong vs. weak comparison would be to added sound effects to the collisions of the player and the moveable/immovable objects in the scene.

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By: chromious https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/09/captaincmys-project-1-2/comment-page-1/#comment-302 Fri, 17 Oct 2014 05:36:04 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1636#comment-302 I’m very impressed with the use of camera motion to help give your “dreamy” state the feel it has, namely the way the camera angle changes when your avatar jumps. The way he skates around on the ground also contributes to a dreamy feel. I find the combination of an aggressive and weak avatar humorous, but you managed to put those two together quite well. He does feel aggressive in the way he moves, but it can be hard to control him, especially turning to aim the right direction when you are attempting to go up a ramp or something similar that requires precision. This could simply be an added aspect of the game though. I think the sounds you chose for your different personalities are appropriate, but it would also be cool to add in some sounds other than just background music, such as a thud when knocking boxes around or running into things or jumping. Overall, this game is a lot of fun, and I enjoy jumping and floating around as the dreamy avatar a lot. It almost feels like he has an invisible parachute attached to him that he’s steering as he falls back to the ground. or like he’s gliding. It’s a little bit unexpected by the appearance of his avatar, who looks like he would just fall to the ground, but fun nonetheless.

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By: norigantz https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/09/captaincmys-project-1-2/comment-page-1/#comment-298 Fri, 17 Oct 2014 05:09:18 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1636#comment-298 Dreamy has really good atmosphere that definitely has a dreamy, hub feeling. Jumping feels really good too. I like that the camera does a good job of showing where I am falling, so I feel like I have lots of control of my huge, dreamy jumps. Speaking of control, I really like that I can influence my jump trajectory so much, especially since I spend a lot of time in the air, and time spent in the air feels about right: it allows for floating around and being dreamy, but still falls fast enough for me to get on with things.

Not sure that the jump appearance really contributes much aside from conveying which of my jumps I have used. Then again, I’m not sure what a “dreamy” animation looks like now that I think about it. Perhaps something that animates and moves slowly, like slowly flipping.

The aggressive state definitely feels aggressive because of the speed at which you can move, but I’m feeling a little uncomfortable with the matching of Aggressive and Weak. I feel like moving so fast, I should be able to knock around all the objects. I can’t help but feeling if the character were strong it would reinforce the Aggressive quality. Similarly, I can’t help but wonder if the Weak quality would reinforce the Dreamy quality.

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By: valirek https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/09/captaincmys-project-1-2/comment-page-1/#comment-158 Thu, 16 Oct 2014 01:44:21 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1636#comment-158 I really like the way you portray a “dreamy” state. I wasn’t sure what to imagine when I first heard that game feel but I think the music, the floaty controls, and the environment all seem to fit the description very well. Same with aggressive, it is clear that the character becomes quicker and controls more aggressively. The controls definitely emphasize the feels, same for the environment and other polish. One possible issue is that the other 2 feels (strong and weak) don’t seem as emphasized past being able (or not able) to push blocks. It would be nice to see some other interactions to indicate strong/weak (such as camera shake when falling to the ground, or breaking through barriers, etc). The only other issue is the odd camera shaking when the character jumps. Other than that I think this definitely captures a game feel that is interesting and fun to play with! Awesome job!

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