Comments on: inttruth’s Assignment P1 https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/inttruths-assignment-p1/ Video Game Design and Architecture Thu, 16 Oct 2014 19:19:41 +0000 hourly 1 https://wordpress.org/?v=5.2.2 By: boxiom https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/inttruths-assignment-p1/comment-page-1/#comment-187 Thu, 16 Oct 2014 19:19:41 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1797#comment-187 For starters, I think you did a great job achieving game-feel through the use of polish effects in both scenarios. When the avatar is scary / weak the dim lighting and flickering red bulbs give you a sense of their fear. Additionally, in the strong / aggressive case the particle effects coming out of their head lets you sense their rage. The change in music also made a big difference to the game feel.

The behavior mirrored this as well. I liked the constant shivering effect but wished it had more of an effect on the jumping motion. When colliding with objects the pure vertical force disappointingly felt out of place. When switching behaviors, however, the contrast feels clear as your avatar moves faster and stronger and pushes everything out of their way.

All in all I think you did a great job on this assignment, but like others said more detail on the starting / stopping motion and on jumps could have taken this above and beyond.

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By: thievenstealburg https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/inttruths-assignment-p1/comment-page-1/#comment-151 Thu, 16 Oct 2014 01:06:20 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1797#comment-151 In the scared/weak state, I picked up his emotions immediately. His slow, sluggish movements combined with the dim lighting and, even worse, the flashing red light conveyed that the situation that the player was in was obviously not a good one. This, combined with the fact that the player was unable to easily push the objects around, instantly conveyed that the avatar was weak and scared in this situation. The background music was also spooky and only reinforced how scared the character was.

As for the strong/aggressive character, switching over to play him conveyed the complete opposite feelings. The upbeat rock music and the fully lit scene instantly cured any distress that was caused by the weak/scared state. The quicker, more responsive movement and more intense hits to the cubes and balls conveyed the feelings of confidence, strength and aggression.

Overall, I think you did a good job expressing the game’s feels.

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By: thisisaname https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/inttruths-assignment-p1/comment-page-1/#comment-134 Wed, 15 Oct 2014 22:36:05 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1797#comment-134 This captured the feel very well. Though a lot of people did scared/weak, specifically shivering and not just relying on sound effects for the feeling was a good call. The flashing lights helped as well, as did the weak pushing on boxes. The jumps could have been weaker (or the other ones stronger, as long as there was some sort of contrast) to help, but the movement and interactions handled it well besides this.

Strong/Aggressive fit well despite the identical jumping. It was fast, the music and particle effects gave the proper feeling, the shivering was gone, and impacts were more pronounced. The music fit as well, though the feeling of aggression was largely gone without the polish. Some sort of sound for impact would have, as usual, helped considerably with the feeling of strength. This one was fairly simple, so in terms of feel there isn’t much more to say in my opinion. It accomplished what it set out for, but could have done more with certain interactions.

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By: idlapacjt https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/inttruths-assignment-p1/comment-page-1/#comment-76 Wed, 15 Oct 2014 02:23:32 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1797#comment-76 Scared/Weak:
I like that he appears small compared to the scene
It doesn’t feel weak when I push objects (especially large objects) into the air
I suppose scared and weak could both correspond to slowness, but to me it didn’t feel right that he arbitrarily moved so slowly (perhaps because he seemed so small/light, but you could make a case either way
Good use of lighting with the red blinking, but it seems rather arbitrary (maybe give it a reason somehow)
The darkness helps as well
I like that his arms go up, but they only go up after a double jump, I feel like they should go up whenever he is in the air
The shivering is good but after a while it loses its effect because it never changes
Some of the platforms and stuff are hard to find and interact with due to lack of texture

Strong agressive:
I like the particle effects but again it seems a little arbitrary and it loses its impact over time because it doesn’t change – maybe increase the effect when doing things like jumping or pushing objects – maybe increase effect as speed increases
I like the hand animation for pushing stuff
I feel that he can push things easily and that’s good but sometimes it feels like he can push bigger objects more easily than smaller objects. There’s no reason to think they are different kinds of objects so this doesn’t make sense.
Some increase in size or added spheres to the avatar may add to strength feel

Overall:
Good choice of music
Could have done more with the way the character starts and stops
Could have done more with the way the character jumps and lands
Sound effects might help with the feel of the interactions with the world

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By: ninebolt https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/inttruths-assignment-p1/comment-page-1/#comment-72 Tue, 14 Oct 2014 22:47:36 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1797#comment-72 In the scared/weak scene, I like how the character shivers constantly. Combining that with the dim lighting and the red flashing, and I can see why he is scared. I liked how the boxes still moved even though the character is weak but I wish they wouldn’t move vertically a small amount, especially the bigger cubes. I think it would help the weak feeling more if the character just struggled against the boxes for a bit, moving them very slowly. The music takes some time to start up but once it starts playing, it definitely helps add to the scene.

I loved the particle effects in the strong and aggressive scene. Combining that with the increase in the characters abilities, such as how far he leaps when jumping and how boxes just fly around crazily when he collides with them, you definitely did a great job implementing the two attributes in the scene. Once thing I would change is make it so the small boxes actually go flying a lot farther when you collide with them so that you can tell there is a difference between things when the character hits small things and large things.

I loved the music in both scenes. Great game!

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