Comments on: duetosideeffects’s Project 1 https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/duetosideeffectss-project-1/ Video Game Design and Architecture Fri, 17 Oct 2014 04:05:24 +0000 hourly 1 https://wordpress.org/?v=5.2.2 By: demmina https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/duetosideeffectss-project-1/comment-page-1/#comment-279 Fri, 17 Oct 2014 04:05:24 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1784#comment-279 Really interesting design, very unique and fun. The hovercraft movement along with the polish really helps show how aggressive and strong this is suppose to be. The quadcopter however, I am having trouble feeling joyful and nimble. I sort of get nimble from the speed and the better movement, but its hard to tell when you have the craft at certain altitudes. I do like how it can go higher than the hovercraft, that does help make it feel lighter, but its hard to tell at certain points. I also do not like the polish on this object. The music combined with the red color of the object really make it feel more aggressive than joyful. Overall its an interesting idea that probably just needs a few tweeks. Maybe zoom out the camera more on the quadcopter to get a better sense of its size and speed. Or add more smaller objects for you to fly around.

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By: baguettebaguette https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/duetosideeffectss-project-1/comment-page-1/#comment-275 Fri, 17 Oct 2014 03:54:50 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1784#comment-275 I really enjoyed this game and controlling a player different than something as simple as a box or sphere, the hovercraft was very fun to use! I really felt like the hovercraft ‘feel’ was spot on, it was hard to control and didn’t turn easily – as I would expect a hovercraft to do. It felt very strong indeed. I also enjoyed the quadcopter. That fact that it was easy to manipulate definitely made it feel nimble.

I enjoyed the game world, but felt there could be a little more added to the world for interaction. For instance, the hovercraft could shoot bullets, but they had no interaction in the world, having targets to hit or buildings to blow up would be a really fun element to add. I also think a few more polishing effects could help elicit the feels you were going for. The atmosphere of the game didn’t quite make me feel strong or nimble on its on.

Overall awesome game!

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By: munkahunkus https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/duetosideeffectss-project-1/comment-page-1/#comment-270 Fri, 17 Oct 2014 03:44:53 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1784#comment-270 Wow! What a unique take on this whole game feel exercise! I would say the hovercraft certainly conveyed a sense of strength and aggression. I felt powerful piloting it, anyway. The quadcopter was pretty cool too. By having these two completely different avatars, I think you’ve found a much more liberating way of separating game feel than tweaking jump heights on a character controller based avatar.

I thought a few things could be tweaked in the game to make both game feels more fun. I liked the scale difference between the two avatar, but the decreased speed of the smaller quadcopter makes it too slow to really use in a map so large. Also, having the quadcopter and hovercraft interact in some way would be really cool. For example, the quadcopter could dock with the hovercraft, which could bring it around the map faster.

Great work!

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By: bear https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/duetosideeffectss-project-1/comment-page-1/#comment-227 Fri, 17 Oct 2014 00:13:14 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1784#comment-227 The graphics are obviously really really good! I really like the realistic feel. The sunset makes it quite soothing to look at.

Aggressive/Strong
I like the sound of the hovercraft – it makes the vehicle feel more authentic and realistic. The relatively slow moving fans also convey a heavier object, which adds to the game feel well. I thought that the movement was a little slow, though. Seeing the huge playing field and playing as such a slow character was a little daunting. The bullets of the cannon were also really small compared to the scale of everything else. I would suggest enlarging them and having it give feedback to the player, such a pushing the character back a little to convey the strength of the cannon. I would also make the actual cannon bigger because it’s not obvious at all that it is suppose to be a cannon.

Nimble/Joyful
Compared to the other scene, it is not hard to guess that this character is nimble because of the fast movement. I also like that the animation of the fans adds to the nimble feel. I think you could have made it more obvious what the movements of the player could be. I didn’t figure out to hold down the space bar to levitate until I read the description. I did press the space bar, but because the levitation was so slow, especially for being used to the nimble control, I didn’t notice anything. You could also add more effects to convey joy. The song feels very energetic but doesn’t necessarily convey the joy. You could try changing the lighting or making the sky sunny.

Etc
The description of the game was confusing…I think you might have mixed up which number controls which vehicle.
I suggest having walls (or fences might fit your theme better). I fell of the edge somehow.1

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By: davidscz https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/duetosideeffectss-project-1/comment-page-1/#comment-206 Thu, 16 Oct 2014 21:43:38 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1784#comment-206 The idea is really good, and the detail on two objects is awesome. Maybe in the next week you can add interaction between them? Like shooting or collison

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By: kchen34 https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/duetosideeffectss-project-1/comment-page-1/#comment-56 Tue, 14 Oct 2014 18:22:32 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1784#comment-56 I like the hovercraft and quadcopter; this was a nice refreshing change from all of the similar projects that I looked at before this one. I also liked that your game world was a large world that was navigable, but it seemed very empty. I don’t think that this is your fault; it would be pretty tough to make the world really nice in such a short period of time. I would take this into account when going for such an ambitious project.

The hovercraft was very hard to move. Either the gravity was way too high, the mass was too high, or the rotational momentum was too high, but the darn thing wouldn’t move where I wanted it to. Quite the opposite, the quadcopter moved great. I like the integration of the moving blades and the inclusion of the spacebar hover option; this made the quadcopter nimble and definitely conveyed the game feel pretty well. I understand that you wanted the hovercraft to be strong and aggressive, but I didn’t really get the feel after struggling to move it around. I would describe it more as heavy and clumsy.

I didn’t see that much interaction between the world and the character, but I didn’t really check out the entire world. Also, like I mentioned above, the textures were very bland and didn’t really help the game feel. Good job on including the toggle ‘g’ key, as this helped create a ‘zero’ state that made the comparison between the two modes easy.

Overall, I like the concept, but the music and simple movement wasn’t enough to accurately portray the two game feels. I would include more interaction or some sound effects when the player’s gameobject hits part of the game world. Additionally, consider including some GUIText that helps the player have some idea of the game state, such as x and y coordinates and/or what game mode he/she is in. Include all of that and you will have a really nice game on your hands.

-Kevin

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