Comments on: Patches – Project 1 https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/patches-project-1/ Video Game Design and Architecture Fri, 17 Oct 2014 12:37:40 +0000 hourly 1 https://wordpress.org/?v=5.2.2 By: hedgehog https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/patches-project-1/comment-page-1/#comment-365 Fri, 17 Oct 2014 12:37:40 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1829#comment-365 I really like the two modes and their differences quite a lot. My favorite difference that I think really fit the two modes was the music choices. The aggressive in particular really had an aggressive sound to it. The speeds of the two avatars as well as overall colors also complemented their modes well. The particles effects was a nice touch and added to the overall environment of the aggressive mode. You could really feel strong as you were smashing through the blocks. The nimble mode on the other hand, had the really floaty jump which I liked and I though fit the joyful feel. It was floaty but still felt nimble and easy to control.

One thing that I thought could be improved was the color of the objects in the scene. I understand that the platforms matched the nimble mode and the blocks matched the aggressive mode since they should be interacted with respectively in their own modes. With the lighting change, the platforms look almost completely different in the modes. The blocks however, look almost the same even with the lighting differences. To me, the red blocks seem out of place in the joyful mode.

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By: squarehelius https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/patches-project-1/comment-page-1/#comment-306 Fri, 17 Oct 2014 06:03:18 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1829#comment-306 Good job! Both the game and the environment satisfy the corresponding feel.

In the first mode, the red color is a really good representation of aggressiveness, so is the background music. I like the idea to convey “strong” by allowing the avatar to push the boxes. But from my point of view, the avatar is still not strong enough :D, it seems that the boxes take a lot of strength to push. But the feel is definitely there.

In the second mode, the fastness of the avatar absolutely shows he is nimble. A little suggestion would be to make it a little bit slower to make it easier to control. The jump is also a bit high and it takes me a whole lot of time to fall onto the platform.

Overall the project is really in good shape. As npai mentioned, the last suggestion would be to make more animations on the avatar. Focus on the details 🙂

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By: npai https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/patches-project-1/comment-page-1/#comment-295 Fri, 17 Oct 2014 04:54:41 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1829#comment-295 I thought that this project was pretty cool.

The first mode (aggressive/strong) certainly does feel appropriate. The slower speed makes the character seem more menacing. The ability to push boxes is also good at relaying that feeling. The color change to the red theme is appropriate for the associated feeling, and so is the music.

And the second mode (joyful/nimble) is also a fair representation of those feelings, thanks to the increased speed and jump height. The fact that you can’t push the boxes is an indication of the weaker character, but the ability to jump around certainly makes them seem more athletic and energetic. Once again, I like the color change to blue, and I like that the scenery is color-coded to show to the player what objects should be interacted with during a particular mode. It makes me think of Mirror’s Edge, and how it highlights the objects that are of interest to the player.

If I were to make a suggestion, it would just be to add more animations to the character, even though you did mention the time constraints. It would be cool to see the character idly sway or otherwise move to indicate what state they are currently in.

Other than that, it did what the requirements asked and had two distinct feelings. I had fun running around in the joyful/nimble mode, jumping towards the boxes, and then switching to the aggressive/strong mode to smash them apart!

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By: stonewall https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/patches-project-1/comment-page-1/#comment-244 Fri, 17 Oct 2014 02:10:14 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1829#comment-244 I really feel the aggressive and strong in the first feel. The music, colors, and particles compliment each other well. The second feel displays nimbleness very well and the music and theme is joyful. I wish there was something about the character that was inherently joyful like some kind of animation or particles, but I recognize those as time issues.
(Side note: spent way too much time jumping around on your platforms XD)

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By: lion https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/patches-project-1/comment-page-1/#comment-66 Tue, 14 Oct 2014 21:43:31 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1829#comment-66 Good job Patches!
I am a big fan of the red vs blue as well as the different type of block interactions. This seems very intuitive. If you keep working on this game, you should check out Stonewalls similar P1 to take the best of both projects. Leaving behind the disappearing red sweat drops is very cool trick!
My favorite part was by far knocking over all the red blocks in the corner with the angry character. That was quite fun! 🙂
One thing I would change is the crazy amount of acceleration you can have after jumping from a standstill when in nimble mode. Though I guess that is pretty nimble after all 😉

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