Comments on: Bossman P1 https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/bossman-p1/ Video Game Design and Architecture Fri, 17 Oct 2014 12:01:39 +0000 hourly 1 https://wordpress.org/?v=5.2.2 By: paintblade https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/bossman-p1/comment-page-1/#comment-360 Fri, 17 Oct 2014 12:01:39 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1768#comment-360 -The avatar has great posture for both feels. Dreamy/dizzy looks like “Wee, I’m flying” while Aggressive/Strong looks like “RAWR! Give me a bear hug.” Textures and sound effects work well too.
-Good call on giving dreamy/dizzy a double jump and making aggressive/strong faster on the ground.
-However, the jumps between the two characters do not look very different from each other, and I would not be able to discern the two feels without the polish.
-Spinning around and levitating works wonders for a dreamy feel, but I did not feel dizzy from playing the avatar.
-One way to improve the game feel between characters and possibly add story is to add some objects to kick around. Perhaps small changes in how the character kicks around objects in different states may not require much extra work while still making a big difference.
-The pyramid level is interesting.

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By: jukesofhazard https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/bossman-p1/comment-page-1/#comment-313 Fri, 17 Oct 2014 06:22:37 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1768#comment-313 My favorite part of the game is how the player moves in mode 1. The subtle bouncing/gliding the avatar does as it moves across the level is really smooth and well done. I like the music, and think the change helps to reflect the change in mood between the two styles.

Two things I noticed that were not so good were that the particles from the volcano did not disappear immediately when switching back to mode 1, and when the player moves toward the side of a block midair it doesn’t fall properly.

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By: mebibyte https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/bossman-p1/comment-page-1/#comment-225 Thu, 16 Oct 2014 23:57:36 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1768#comment-225 Overall:
The play area was nice for both, but could have used walls to prevent the player from flying off on accident. The controls were unique and also very usable. I enjoyed the avatar in both feels because of its simplicity and smooth animations. There could have been more things to interact with, for example a house/other people in the erupting volcano or clouds.

Feel 1:
The motion/animation of the avatar really fit with the dizzy theme. The music makes me think of the dreamy feel, but the avatar by itself doesn’t fit with dreamy very well. You could have expanded on dreamy/dizzy by modifying the camera motion.

Feel 2:
The erupting volcano provides a good reason for the avatar to be scared and running away faster. The resting animation was very well done and provided a nice parallel to the quick speed. The arms could have had a slightly different animation while falling or moving to indicate being scared, perhaps by putting them by the head or waving in the air.

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By: anon101 https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/bossman-p1/comment-page-1/#comment-124 Wed, 15 Oct 2014 21:28:09 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1768#comment-124 I really like the environment for the two effects. Each is unique and clearly communicates the respective game feel. The avatar motions are also intuitive, and the particle effects are a neat addition.

To improve the feels in each mode, I would recommend having objects to interact with. These will give the avatar something to reflect its emotions off of. Though its droopy (or happy) arms help convey the feel, they are kind of weak when alone (i.e. in the ‘g’ state). Also, having the avatar sized in different proportions might add to the game feel. (Maybe make the avatar skinnier in the scared/agile state)

Overall, I liked the two feels. Neither were confusing or frustrating.

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By: wrobert666 https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/bossman-p1/comment-page-1/#comment-93 Wed, 15 Oct 2014 15:24:43 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1768#comment-93 Choosing a humanoid avatar was smart in that the tells are familiar and fun.

1. The idle animation is great to kind of make the player feel as if the avatar is somehow off kilter or shaken. Also, the jumping was very disorienting which I believe was the intention. There is enough control to not be frustrating but not so much as to null the dizzy fell.

2. I like the subtle touch of the red hue, it goes a long way to change the feel: a little more sinister, a little more aggressive. The arm animations here really sell the scared feel, thrown up in reckless abandon.

Overall very well done, simple changes that go a long way to change the feel.

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