Comments on: Mebibyte’s Project 1 https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/mebibytes-project-1/ Video Game Design and Architecture Fri, 17 Oct 2014 11:24:10 +0000 hourly 1 https://wordpress.org/?v=5.2.2 By: paintblade https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/mebibytes-project-1/comment-page-1/#comment-358 Fri, 17 Oct 2014 11:24:10 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1802#comment-358 -Good work on the characters. The UGA character seems weak enough to be weak, but still fun. The posture of the characters while jumping is brilliantly executed! However, with a field the size you currently have, there’s no harm in making the GaTech avatar a little bit faster so his speed feels more distinct from the UGA avatar’s.
-Sound effects and soundtrack help both the feels of the individual characters and GaTech vs UGA feel as a whole very well.
-Speaking of the field, I had trouble keeping the ball away from the wall.
-Only one ball on such a large field feels scarce. Could add more balls to the field or make the field smaller, either one would work in my opinion.
-While the sound effect of the avatar hitting the wall is cool, applying it repeatedly while I’m still on the wall happens a bit too excessively.
-Characters and polish are brilliantly implemented. My hope is that the issues I presented above are but minor tweaks. This is a good game.

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By: bordemin https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/mebibytes-project-1/comment-page-1/#comment-213 Thu, 16 Oct 2014 22:23:45 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1802#comment-213 Joyful/Nimble
The music is my favorite part of this game mode, however it made me feel more calm and relaxed than joyful.

Aggressive/Weak
I think the slow movement is good for portraying weakness, however this environment is so big that it makes it difficult to play.
I did not notice that the character changed to a UGA player, at first it seemed like he was just losing the game and became aggressive.
It seemed weird that the GT fans were cheering for the UGA player.

Overall
Work on the collision sounds, they would play rapidly after already colliding with an object.
The camera angel felt really weird to me, I think it would have felt better if it was centered with the character.
More objects to interact with would be nice, it was easy to lose track of the ball and sometimes it disappeared completely.
The look back was pretty buggy for me and took a long time to get it to work. It was cool when it worked and helped portray the feel.
I think a smaller environment would have made this game more enjoyable, and it would provide a better resolution of the field.
Much of your work was in the jumping, but I did not really have a reason to ever jump and so this part of the game feel wasn’t really there for me.
When changing modes, I think it would have been helpful to use different color lights rather than different color fields.
For the most part this is a good game, I think there are many small changes you could make to make it better.

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By: cloudkicker https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/mebibytes-project-1/comment-page-1/#comment-143 Wed, 15 Oct 2014 23:05:56 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1802#comment-143 1 – joyful/nimble
The secondary effects are what give me the most game feel here. The music and color scheme are pretty calming and make me happy, along with the pre-constructed narrative in my mind that this guy is scoring the game winning touchdown in a championship game. I like how the movement is swift and the sound effects match a joyful attitude. Also, the little face that turns and smiles at you made me giggle. So joyful accomplished. I think maybe adding some more “nimble” sound effects would help really solidify the game feel here, like perhaps some fast paced footsteps sounds as the avatar is walking. But overall, good implementation.

2 – aggressive/weak
For this feel, I think the two feelings are split up pretty well between the primary and secondary game feel characteristics. The player movement, being slow, and the inability to kick the ball far give the avatar interaction a definitive weak feeling. The music and lighting accompany that to give it all a very aggressive feel. I think it would have been good to meld the primary and secondary characteristics here just a tad more however. Perhaps make the aggressive player reach top speed faster, but still have an overall lower top speed. All in all however, I definitely am getting an aggressive/weak feeling here. Good job.

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By: anon101 https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/mebibytes-project-1/comment-page-1/#comment-117 Wed, 15 Oct 2014 21:15:55 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1802#comment-117 I liked that your game was very clear on the differences between the two feels. They were obvious and didn’t require any thinking on the user’s end. The lighting and music in particular emphasized this disparity. Not only were the feels different, but also in tune with the chosen game feels. They clearly conveyed the respective moods in the description.

To increase the disparity between the two effects while auxiliary polish is turned off, maybe change the avatar’s appearance/behaviors more. The face is a clear indication of its state, but you only see it when jumping backwards. A possible idea could be to have the avatar bob up and down while in the Georgia Tech state and droop while in the other state. The sound effect of kicking the ball could also be changed between the two to help convey the respective feels.

Overall, I think it’s a great prototype that can be even better with a little fine tuning.

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By: mebibyte https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/mebibytes-project-1/comment-page-1/#comment-109 Wed, 15 Oct 2014 19:10:06 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1802#comment-109 Thanks for the comment! I think the issue with switching scenes is because I used numpad 1 and 2 instead of virtual keyboard 1 and 2. If you have a numpad, use those. Thanks again!

Edit: I updated the Unity build so you can use either Numpad or regular num keys (with TA permission).

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By: wrobert666 https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/mebibytes-project-1/comment-page-1/#comment-96 Wed, 15 Oct 2014 15:51:53 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1802#comment-96 The music seems suspenseful to me, really makes me want to do something. Its good, though I don’t know if I felt it fit with the light feel of the GT player. The Atmosphere is done well, the field is clear and the crowd texture is a great choice.

GT: The movement is very nimble and the sound effects (especially the jumping sound) helps with that as well. The feel is very light and fun. The animations are neat and they really make the movement look believable even from such a simple model.

**It could be my issue, but I got everything to work except switching scenes. I pressed 1 and 2 and got no response. I could toggle effects on and off with “g” but no switching scenes.

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