Comments on: cubs2bears GameFeel P1 https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/cubs2bears-gamefeel-p1/ Video Game Design and Architecture Fri, 17 Oct 2014 05:24:27 +0000 hourly 1 https://wordpress.org/?v=5.2.2 By: mulletman https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/cubs2bears-gamefeel-p1/comment-page-1/#comment-301 Fri, 17 Oct 2014 05:24:27 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1832#comment-301 This is great! For the scared/weak feel, the trembling and the jump back really added to how the character is perceived. For the nimble/joyful, the flailing of arms, the speed, and the trail the player leaves behind him make it really easy to pick up of what you were trying to convey. Your use of textures and music must also be commended. These effects really added to the game feel.

There were only a couple things I noticed that maybe could use your attention. The player was able to run into the ramp and not just up it. I felt like the shadows were rendering weirdly but that could just be me. Lastly, the platforms didn’t line up perfectly so there was a lip in some places. Note: these are all minor details. Overall, great game!

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By: ragnar https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/cubs2bears-gamefeel-p1/comment-page-1/#comment-261 Fri, 17 Oct 2014 03:14:49 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1832#comment-261 I mostly agree with the other comments. The animations and other polish are good. I like the trail behind the nimble guy that shows how fast he is moving. I also like that the nimble guy feels strong, though I think he is a little too strong as the objects he can collide with fly away and feel like styrofoam. I actually think the objects flying away is fun to play with, but it doesn’t really work for creating a believable feel. Also, I noticed that the scared guy moves faster by jumping backwards than he does by moving forwards. It is probably best to avoid this in a game or else players might feel compelled to always jump around backwards and completely bypass your intended feel.

Overall, I would say you managed to convey your chosen attributes very effectively.

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By: tsa2 https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/cubs2bears-gamefeel-p1/comment-page-1/#comment-222 Thu, 16 Oct 2014 23:35:19 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1832#comment-222 I really liked the character movements and animation of the body parts. I could really tell which states they were in. I also liked the different jumping sounds and movement for the character, it really conveyed the idea. I also like that the only way to open the door was to be in the joyful -nimble state and I thought was clever.

I agree with the other comment that the movement in the scary-weak state is very slow, especially since the space is so wide. To overcome that I switched to the joyful-nimble state to get to places.

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By: starlord https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/cubs2bears-gamefeel-p1/comment-page-1/#comment-182 Thu, 16 Oct 2014 17:28:37 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1832#comment-182 The weak, scared feel did a good job of making the player feel powerless. The dark lighting with just a flashlight worked well with the textures dark textures and creepy background music to make the world seem ominous. The shaky movement and the fact that the character can only jump back and gasp did a good job at making the character feel scared.

The nimble, joyful feel does a good job at making the character seem happy. The atmosphere is a lot brighter, and the upbeat music does a good job at conveying this. I think the movement could be a little more responsive. It the character doesn’t turn any faster than the scared one, which keeps you from feeling as nimble as you could despite the faster movement.

I liked the difference in collision sounds too, but they only seem to apply to the door and the monster. I think adding some generic collision sounds for each feel would be good. Very good project overall though, I really enjoyed playing this one.

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By: livingled https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/cubs2bears-gamefeel-p1/comment-page-1/#comment-90 Wed, 15 Oct 2014 15:12:21 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1832#comment-90 Im going to go ahead and preface everything I say with the comment that this assignment very obviously “slam-dunks” the assignment and has obviously gone above and beyond. As such, I’ll at times “shift focus” to how I would perceive PROGRESSING with the prototype for the game, because that is a more interesting discussion then “yes, it did everything very well, yep, yes, checkmark, etc.”

“what are some things you LIKED about what they did, and why do you like them?”

The two game feels are pulled off very well. The animations, such as the sort of “jig” of the happy guy, as well as the “shaky” of the scared guy, were really great cues. The textures and polish (like the music) were dead-on as well. The model for the demon was cool.

“what are some specific things that could be improved, and how might they be accomplished?”

Shifting into a “future game” perspective – the scared and weak guy seems VERY scared and weak – but I can’t imagine a time I’d want to play as him in the game. His slow movement feels constraining compared to the hawaiian-shirt clad happy man. He is, even, blocked off from certain parts of the game tanks to his inability to smash doors. If this prototype is to be developed further, I think you’d need to consider how to make this character useful or make him move a tad less slowly such that he isn’t so hard to get around with.

“do the interaction aspects help create game feel (controls, avatar movement and how it interacts with the world, polish effects used directly to emphasize these interactions)”

Yes. The scared guy is polarized – he cant do anything. The joyful guy won’t have anything stop him – even a giant demon, hah. The polish effects to accompany the interactions are mainly audio-based; the character model isn’t affected, for example – but that’s fine. They work well and get a good idea of what’s going on.

“are the other parts of the prototype (textures, sounds, etc) helping or hurting?”

Helping. The texture sets for the two feels are awesome. The music is appropriate – the “woohoo” whilst jumping is both hilarious and descriptive. Good polish at work, here.

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