Comments on: GTVGD03 – P1 https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/gtvgd03-p1/ Video Game Design and Architecture Fri, 17 Oct 2014 01:59:38 +0000 hourly 1 https://wordpress.org/?v=5.2.2 By: goillinois https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/gtvgd03-p1/comment-page-1/#comment-239 Fri, 17 Oct 2014 01:59:38 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1741#comment-239 Mode 1. I like the way you build the avatar. Adding a ball definitely makes it feel more nimble. Pretty creative ! The balls following the avatar is another creative feature. But if you can make them jumping around avatar and let avatar have more interaction with them, it might make the joyful game feeling stronger.
Mode 2. You did well for the strong feeling. But instead of make the blocks disappear, if you could make it broken, the strong feeling might be more realistic. I believe there is some related tutorials online.
Overall, awesome work!

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By: techgamer https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/gtvgd03-p1/comment-page-1/#comment-237 Fri, 17 Oct 2014 01:48:02 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1741#comment-237 It is a great prototype with a lot of details about the game feel! I really like the sound and background setting for each of the modes. One of the most innovative parts of the prototype is that the author used two kinds of objects for the avatar to interact with. The following and the dispelling of balls in different modes perfectly describe the game feel in different modes. A another well-polished detail that might be too subtle to notice is that the tilting of the avatar in the state of aggressive and string is somewhat out of control, which matches the game feel.
I have talked with the author and we agree the shattering of the boxes in the aggressive and strong mode can make the game feel even better.

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By: wolverine https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/gtvgd03-p1/comment-page-1/#comment-190 Thu, 16 Oct 2014 19:29:37 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1741#comment-190 Love the way it walks in mode 1! It is very joyful indeed, perfect sync with the sound track. Great jump animation. I would also say it feels nimble to me. Conveys it all without the sound and the lighting as well. In mode 2, it is strong and aggressive when it attacks. But doesn’t quite convey that in the walk. The bouncing during the walk was confusing but I can take it to be restless. Great atmospheric effects on the attack (both on the character and the blocks). The logic of the tennis balls being attracted to the happy guy and repelled from the angry guy is really creative. It’s really neat and expressive.

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By: montspy https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/gtvgd03-p1/comment-page-1/#comment-178 Thu, 16 Oct 2014 15:13:10 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1741#comment-178 Very nice prototype!
The feel is great with this one.
First avatar: Really good interaction with the game world, the best I’ve seen. Excellent idea to have small entities/creatures to react to your behavior. It is a bit like having companions joining to share the fun! The nimble part is pretty obvious: the character is doing all sorts of tricks while rolling on a ball and flips when jumping.
Second avatar: What a change! The charge action is good. I love breaking stuff, it makes you feel really strong when playing this game. The little creatures again, reinforces the aggressiveness of the avatar. Even when standing, the avatar seems impatient to go brak stuff and mess around.

Great work!

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By: heptad https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/gtvgd03-p1/comment-page-1/#comment-147 Thu, 16 Oct 2014 00:31:37 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1741#comment-147 Feel 1: I like the movement of the avatar – perhaps a little more of a flourish when it flips on jumps would push home the “joyful” aspect. I’m not sure if it’d be possible, but having the avatar also stick the landing when it finishes a jump would also make it seem a bit more nimble. The sense that it is walking and balancing on a ball provides the feeling of being nimble.

Feel 2: I love the shove for a jump, and being able to break the blocks! It definitely gives the sense of it being a hefty, destructive avatar. From the leaning in movement, I kind of anticipated it to rev up and move progressively faster which may have also helped push the “aggressive” feel. It kind of gives the impression of being a Roman chariot, whereas Feel 1 is more like an acrobat.

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