Comments on: mulletman’s Game Feel Project 1 https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/mulletmans-game-feel-project-1/ Video Game Design and Architecture Fri, 17 Oct 2014 04:21:46 +0000 hourly 1 https://wordpress.org/?v=5.2.2 By: baguettebaguette https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/mulletmans-game-feel-project-1/comment-page-1/#comment-285 Fri, 17 Oct 2014 04:21:46 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1692#comment-285 I really enjoyed playing this game. I liked the sound effects and textures really helped sell the heaven and hell scenes. The movement of blocks towards the avatar definitely helped to convey the modes. I like how aggressively the blocks raced towards me as I switched into hell. It definitely felt aggressive.

I felt the camera could use a little work, using the mouse to look around and keys to move the character felt difficult for me, and the camera shake upon landing was a little disorienting. But overall it was a fun play!

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By: duetosideeffects https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/mulletmans-game-feel-project-1/comment-page-1/#comment-257 Fri, 17 Oct 2014 03:00:33 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1692#comment-257 I like how the aggressive feel definitely works with what is presented; the blocks race towards the player and the player is given little time to react, so they most likely get hit and realize that they don’t have to worry about the boxes, but instead push the boxes out of the way.

The controls feel a little bit like a guy on a office chair propelling himself with, say, a fan. The jumping does not enforce the game feel because both feels employ the same jumping characteristics.

The aggressive feel is definitely reinforced by the collisions, but the dreamy-weak feel was not really reinforced by the blocks that pursue the player; the boxes still got launched off the player, but they seemed light.

The textures in Hell feel helped to reinforce that feel, but the heaven textures seemed like ice.

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By: bear https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/mulletmans-game-feel-project-1/comment-page-1/#comment-231 Fri, 17 Oct 2014 00:45:28 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1692#comment-231 Dreamy/Weak
I like the melodious music and the cloudy textures. I also like the weak thud sound when the character hits a cube. The slow movement also conveys the sense of airiness and dreaminess well. I was a little confused about the camera shake when the character hits the ground and when it is in the air. I don’t feel like it makes sense in this context. Maybe just save the camera shake for the other scene. I think weakness could also be conveyed a little bit better. It wouldn’t be obvious to guess that this scene was suppose to convey weakness. Perhaps make the cubes not go as far when the character hits them

Aggressive/Strong
I love how the blocks follow the character so fast and how the platforms spin. It is definitely a change from the previous scene. I also like the rocky textures and the red lighting. Overall, I think you did a really great job on this scene. The camera shake is still a little awkward and choppy in the air, so I would look over that again.

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By: tsa2 https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/mulletmans-game-feel-project-1/comment-page-1/#comment-218 Thu, 16 Oct 2014 23:08:22 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1692#comment-218 I like how the dreamy state had the boxes come at you at a slow pace and how in the aggressive strong one they come at you very quickly. I like how the aggressive-strong state everything was fast paced and you could tell the character is stronger by how it hit the boxes. I couldn’t really tell the character in the dreamy state was weak but I did notice the character hit the boxes more gently than in the aggressive state so that helps with the game feel.

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By: davidscz https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/mulletmans-game-feel-project-1/comment-page-1/#comment-209 Thu, 16 Oct 2014 21:46:48 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1692#comment-209 The game feel part is done greatly. The horror part caught me by surprise actually. Maybe more interaction in the future will be your aim. Also, camera rotation by moving mouse is little sensitive.

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By: starlord https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/mulletmans-game-feel-project-1/comment-page-1/#comment-179 Thu, 16 Oct 2014 16:35:57 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1692#comment-179 I liked the music in both feels, it gave a good sense of what the feel should be. The textures and lighting complemented this very well. The different collision sounds also did a good job at showing how strong collisions were supposed to be and matched up well with the effects of the collisions on the cubes. I also really liked that the speed the platforms spun at changed depending on the mode, which made the heaven mode seem more relaxed and the hell mode seem more frantic.

You might have wanted to make jumps shorter to match the slower movement in the heaven mode. The high, floaty jumps worked well for the dreamy part of the feel, but I don’t think making the jump height a little bit shorter would have messed that up.

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