Comments on: paintblade-GameFeel1 https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/paintblade-gamefeel1/ Video Game Design and Architecture Thu, 16 Oct 2014 22:31:05 +0000 hourly 1 https://wordpress.org/?v=5.2.2 By: boxiom https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/paintblade-gamefeel1/comment-page-1/#comment-214 Thu, 16 Oct 2014 22:31:05 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1861#comment-214 I like what you’ve done here to achieve the dizzy game feel. Having the character jump high and fall slowly is something that makes a lot of sense but I haven’t seen many other people do. The effect when you hit the ground is certainly disorienting, which I guess is the point, but seems a little over the top.

The strong feel is better in that sense, so when the camera shakes it’s exactly what you’d expect. I still think the avatar jumps too high for someone meant to be heavy. I didn’t see a whole lot of use from the extra controls but I commend you for putting them in.

All in all I would just suggest adding some music and maybe changing the avatar / level more depending on the game feel you’re trying to convey. Some polish could go a long way.

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By: bordemin https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/paintblade-gamefeel1/comment-page-1/#comment-208 Thu, 16 Oct 2014 21:46:41 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1861#comment-208 Overall
The jumping felt too high for both modes
need some barriers or walls to prevent the character from falling off the edge of the world, or at least a reset button
Sound effects and music would help immensely

Aggressive/Strong
I don’t really get the feel of aggressive here.
I think it would help if you added some music in the background, changed the material of the ground, and changed the lighting
The camera shake is cool but too much, I can’t really tell what is going on when it shakes and i think i should still be able to see my character when it is shaking

Dreamy/Dizzy
Definitely need to shorten the jump height and speed here. Falling with nothing to do but spin in circles is really boring
I can tell you probably put much effort into the rotating of the characters head and lower body. This is cool and I can tell that my character is dizzy, but it does not make me feel dizzy. I think it would have been amazing if say the head rotated back and forth, and the camera did as well, since going 360 over and over again would get annoying. and also when the body is rotating, it would be nice if the character’s movement went with it, so you can’t make yourself go straight

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By: cloudkicker https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/paintblade-gamefeel1/comment-page-1/#comment-133 Wed, 15 Oct 2014 22:31:42 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1861#comment-133 Not sure if there’s supposed to be sound, or if mine just isn’t working? Anyways…

1 – dreamy/dizzy
I liked how the character model spins slowly as you move, definitely gives it a dizzy feeling. I think it might be better to have the model slowly spinning the entire time however, because when the character is not moving we don’t really get any sort of “feel” from it. The textures are also good and help accent the dreamy feeling. The camera roll/soft decent are also good at helping to achieve the dreamy/dizzy feel. Not sure if it was intended but my camera got totally lopsided sometimes when I would jump and make it so I could barely see my character. Whether or not it was intended it did indeed make me feel dizzy. Overall I think this feel is implemented well.

2 – aggressive/strong
The fact that the model faces forward as if it’s “charging” definitely helps the aggressive feel. However I think the slow build up to max speed gives me the opposite feeling of aggressiveness. The aggressiveness of the jump is very good however, and makes the character feel strong. I also like the camera shake effect, as it adds a powerful feel. I think some different textures/lighting would help get the game feel across a little bit better, as the textures are still reminding me of a “dreamy” feeling. Overall #2 could use some work, but the character movement does give me a game feel of aggressive/strong. Good work.

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By: inttruth https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/paintblade-gamefeel1/comment-page-1/#comment-82 Wed, 15 Oct 2014 05:42:49 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1861#comment-82 Dreamy/Dizzy:
The environment helps convey the dreamy/dizzy feel, and so does the animation of the avatar as it moves. However, the movement makes it a bit hard to control the avatar. It keeps sliding forward when the key is not pressed, which makes it hard to stay on the platform of the scene. The avatar jumps a bit too high as well; maybe lower the height of the jump, and have either the camera or the avatar spin during the descent.

Aggressive/Strong:
The avatar’s stance kind of shows his demeanor, and the camera shake helps in this too. Have the “charge” in the avatar’s running speed a little shorter while showing a dramatic change in the speed (like have the avatar run off really fast) could help. The shake kind of steers itself down; I’m not sure if that was done on purpose or not, but having it shake around one part of the screen would make it look cleaner. Having a more dramatic collision animation with the scene’s objects would show that the avatar is strong too. A landing sound effect after the camera shake would be beneficial.

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By: idlapacjt https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/paintblade-gamefeel1/comment-page-1/#comment-79 Wed, 15 Oct 2014 04:42:30 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1861#comment-79 OK so there are some things that make this hard to play in general (e.g. no walls to keep the avatar in the play area), but I will try my best to ignore that and evaluate the game feels.

Dreamy/dizzy:
I don’t feel dizzy while I am moving and typically dizziness is directly connected to moving
Maybe the jumping is more about the dreamy feel, but I would not expect to be able to jump so high while dizzy
The textures/colors are good for the feels
In general I don’t like that you cannot see the other platforms (same texture, a bit too high for the view) but I want to say this adds to the dreamy feel along with the jump. Somehow I could all of a sudden be on a new plane and see things from a new perspective a la a dream.
The avatar pieces spinning doesn’t do much for either feel
The dizzy landing is a great idea but could be implemented better – I think it’s a bit too fast and/or jagged so I don’t get a sense of what it’s actually doing

Aggressive/strong:
The textures/colors don’t really go with the feel
I like the orientation shift when the avatar goes forward
The acceleration and speed are spot on
I would like a more satisfying or exaggerated effect when hitting objects

Overall:
Could benefit a lot from music and lighting effects
I think you would benefit from either making a more self-explanatory avatar or from coming up with some story/explanation for the strange avatar.

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