Comments on: Pineapple – P1 https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/pineapple-p1/ Video Game Design and Architecture Fri, 17 Oct 2014 07:28:42 +0000 hourly 1 https://wordpress.org/?v=5.2.2 By: bossman https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/pineapple-p1/comment-page-1/#comment-334 Fri, 17 Oct 2014 07:28:42 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1808#comment-334 I really like the strong feel of the first setting. The ground pound/camera shake and the very slow turning really gives the feel that we are dealing with something large. Well done!

I think the aggressive feel could use some work. Potentially you could give the avatar faster movement speed or at least very quick acceleration. Pairing aggressive with strong makes me think of some unstoppable force like the hulk.

The avatar animation for dizzy and strong is excellent. Without any extra polish it is still very clear what your intentions are. The midair rotations are also pretty cool.

Of all your extra features, the background music is definitely the nicest touch. You made a really great selection for adding to the dreamy atmosphere.

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By: jukesofhazard https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/pineapple-p1/comment-page-1/#comment-317 Fri, 17 Oct 2014 06:27:56 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1808#comment-317 I really liked the avatar! The bean floating over the cube is unique and fun to watch. The screen shaking on landing did a good job portraying a feeling of strength, and the cube spinning when it jumped made mode 2 feel more silly, which is good. I noticed that the screen shakes when you land in both modes, though, and I’m not sure that’s intentional. Otherwise, good use of colors and music to show feel change!

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By: mebibyte https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/pineapple-p1/comment-page-1/#comment-284 Fri, 17 Oct 2014 04:20:37 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1808#comment-284 Overall:
The avatar’s head animation was nice, but could have been different between the feels to separate them more. The music and sound effects definitely portrayed the chosen game feels perfectly. I was unable to re-enable special effects by using “g”.

Feel 1:
The screen shake on landing was very nice at showing the avatar as strong. The very slow attack delay on movement also made me feel strong. However, nothing really made the avatar feel agressive.

Feel 2:
The controls were a bit messed up and hard to use with the shaking for the dizzy game feel. The decreased gravity did give a slight dreamy feeling, but I feel like you could have done something else to further enforce that feeling.

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By: kloudy https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/pineapple-p1/comment-page-1/#comment-184 Thu, 16 Oct 2014 19:00:50 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1808#comment-184 I think you did a really nice job with the camera movements to convey the mood. The camera shake gives a nice impression of how heavy the character is. Also I liked how you changed up the textures during the dreamy mode and made the character shake around like it was dizzy. The music also does a nice job of showing the mood.

One area I think you could look at to improve the game is with the character movement. While the game feel was supposed to be strong/aggressive I felt that the movement was a little too slow even with this in mind.

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By: anon101 https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/pineapple-p1/comment-page-1/#comment-126 Wed, 15 Oct 2014 21:38:10 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1808#comment-126 I liked the use of background music and camera effects to differentiate one state from the other. Both states were clear in communicating their feels. The background textures were appropriate, and the controls were reasonably intuitive. The avatar animations also communicated each game feel.

An improvement for the prototype may be to have the avatar change proportions between each feel. In the strong, aggressive feel, it might make sense to make the avatar larger in size. This gives an immediate visual feedback to the player on how the state has changed.

Overall, very good implementation with great sound effects.

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