Comments on: npai – Game Feel P1 https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/npai-game-feel-p1/ Video Game Design and Architecture Fri, 17 Oct 2014 07:22:13 +0000 hourly 1 https://wordpress.org/?v=5.2.2 By: doomturtle https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/npai-game-feel-p1/comment-page-1/#comment-332 Fri, 17 Oct 2014 07:22:13 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1871#comment-332 I think the first state does a good job of joyful and nimble. I like the propeller that spins when he moves. I think that the particles work better for the first state than they do in the second state. The red particles on the aggressive/strong state seem out of place. The camera controls feel weird to me. I have to move the mouse below the screen to look straight ahead. Maybe make so that the camera follows where the mouse is pointing.

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By: pineapple https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/npai-game-feel-p1/comment-page-1/#comment-330 Fri, 17 Oct 2014 07:20:20 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1871#comment-330 Great stuff! I think you’ve done a really good job on both game feels. I particularly like the change in camera angle – that’s a really unique and effective idea. For joyful and nimble – the movement and interaction with the cubes felt very appropriate. The propellor also helps establish the feel. For aggressive and strong – the punching is really effective as is the interaction with the cubes. If I had one suggestion it would be modify the jump motion in this feel perhaps to give it more of an impression of strength. I feel particularly strong when I’m walking around, but I still get the impression of lightness when I jump. Overall though, excellent work!

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By: kloudy https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/npai-game-feel-p1/comment-page-1/#comment-192 Thu, 16 Oct 2014 19:36:57 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1871#comment-192 I love the propeller on the character. It really gives the game a more satisfying feel because it’s not just boring movement through the world. You actually feel like this thing is being propelled around as opposed to just some mystery force pushing the object around. Also the particles coming off the character were a good idea. It kind of makes me think that the propeller engine is always on and putting out smoke. Nice touch. I really liked how you did the aggressive/strong mode too. The arms flailing and the red lighting really give a pissed off vibe from the character.

I’m having a hard time coming up with something that felt lacking in the game. If I had to say one thing it would be that during aggressive mode it the movement felt slightly clunky and the jumping seemed to have a slightly odd/unnatural look to it.

All in all, really cool game.

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By: shyp https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/npai-game-feel-p1/comment-page-1/#comment-108 Wed, 15 Oct 2014 18:49:39 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1871#comment-108 First of all, your character is very cute (especially the propeller). Your background texture and color itself displayed the mood very well, and the background music supported the mood. The character’s movement was significantly different as well. The character’s motions and the camera’s movement was very well used. The joyful and nimble mood was shown through the happy movement, bright colors, and cute music. The aggressive and strong mood was shown through the dark background, dark music, aggressive arms, and the tight camera angle. One thing you could improve is the camera angle of the aggressive mood. The camera angle felt too tight, and I couldn’t see the sky too well. It is a good idea to make a tight camera angle, but it was too tight and faced toward the ground too much. Overall it was a great project.

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By: gglppi https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/npai-game-feel-p1/comment-page-1/#comment-104 Wed, 15 Oct 2014 18:38:05 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1871#comment-104 I really like this. The animations do a great job of conveying the game feel here — the playful, listening-to-music head-bobbing is great for the joyous and nimble, and the blue particles flying from the fan help too. The increased jump height (and decreased gravity?) do a great job of reinforcing this.

The aggressive/strong mode is great; the color shift and camera change do a great job of making the avatar feel angry. I wouldn’t have thought of the over-the-shoulder camera angle for conveying aggression, but it works well. The punching is hilarious, and it actually feels pretty satisfying knocking all the blocks out of the way.

The only recommendation I can think of would be to not reduce the forward momentum so much when jumping in joyful/nimble mode; it feels like it should just keep going/sliding more, so the sudden stop is a bit disconcerting.

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