Comments on: Thisisaname – P1 https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/thisisaname-p1/ Video Game Design and Architecture Fri, 17 Oct 2014 12:16:35 +0000 hourly 1 https://wordpress.org/?v=5.2.2 By: hedgehog https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/thisisaname-p1/comment-page-1/#comment-361 Fri, 17 Oct 2014 12:16:35 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1790#comment-361 I really like the contrast between strong and weak. The strong has a very unique mechanic that’s actually fun to ply around with. I don’t think just jumping into things is that fun, but the combination of the sound effects, dust, and camera shakes just make it fun to do. It’s something you want to try more than once. The tired state with the ram down is also a very clever way to show that is is weak and exhausted instead of completely changing the avatar.

There aren’t too many downsides to mention as you seem to know what features haven’t been implemented yet from your post. While I liked how the weak state was almost just a lack of strength, such as when you run out of stamina in a game, it wasn’t very fun to play around with. You seemed to cumbersome to do anything and maybe another unique mechanic when jumping would be cool instead of just not having the strong one.

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By: squarehelius https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/thisisaname-p1/comment-page-1/#comment-314 Fri, 17 Oct 2014 06:24:24 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1790#comment-314 Despite the lack of the environmental polish, I actually like your idea of charging and the way you designed the character. I think if you can add more interactions with the environment and other polishes (sound, texture, etc), the project would be great.

The shake after collision with the wall, the leaning forward animation and the “yell” sound effect definitely conveys the feel of strong and aggressiveness. It’s good to see some work implements this in a different way instead of “pushing objects” (no offense, just see a lot of it). Maybe you can add something better in the future instead of charging only. That would be great.

The second mode is not that obvious. Yes, I can definitely feel the weakness by the slow motion and breathe, but if you have time, it would be much better to add more animation, like the leaning forward one in the first mode to it.

I think your idea is great, just need to work on it.

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By: masterchief https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/thisisaname-p1/comment-page-1/#comment-253 Fri, 17 Oct 2014 02:49:45 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1790#comment-253 Overall I was impressed with how the game felt and the character controlled. Obviously some polish would help (textures, sound, particles) but the core feel of the game seems intact.

For the strong/aggressive, the camera shake stood out the most to me as a really cool interaction. It was well done and gave the effect that the character had hit the wall really hard. The fact that jump was a charge up was different and added to the aggressive feel. Polish would help some here, and maybe if you had the speed gradually increase during charge up it might feel even more aggressive.

For the weak/exhausted feeling, I thought that this just felt like an extremely slowed down version of the strong/aggressive feel. There wasn’t a stand out feature here. It really did feel weak and exhausted, so that’s a plus, but at the expense of the fun/entertainment of playing the game. Maybe you could add some sort of jump or make the character move a little quicker to add to the entertainment.

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By: stonewall https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/thisisaname-p1/comment-page-1/#comment-249 Fri, 17 Oct 2014 02:32:37 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1790#comment-249 I wouldn’t worry too much about the lack of polish. What matters is that you got your feels implemented.

First feel:
I can’t tell you how much I like this idea. Most people with “strong” just hit blocks around (no judgement, I did it too), but you switching out the jump for a charge is great. The charge feels cool and the collision and shaking is extremely satisfying. Add the particles and SFX and it’s a great combination.

Second feel:
I’m sorry to say I’m not completely sold on this feel. The “weak” and “exhausted” seem to be playing up the same kind of effect. The feel itself is great and distinct from the first, I’m just not sure it does what the project intends. I do like the half-hearted charge though.

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By: patches https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/thisisaname-p1/comment-page-1/#comment-130 Wed, 15 Oct 2014 22:21:35 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1790#comment-130 For what you have, I feel as though strong is something that can only be portrayed easily via interactions, so the charging animation with the audio clip and the subsequent screen shake on collision fit it perfectly. For an aggressive feeling, I feel it’s more polish, and seeing as there isn’t any, it’s lacking in the aggressive feeling. A background track would have helped, but adding lighting, a color to your character, or particle effects would have easily have helped the aggressive feeling for your character.

I like the weak and exhausted feeling that you created, although exhausted wasn’t one of the options. I felt as though both of those could be easily created solely on interactions and less so on polish, and what you did was perfect. A sluggish character that is bent over, out of breath audio, and unable to charge and ram into things fits it to a T. Putting polish to this character would do minimal; all I can even think of is particle effects. Add some normal lighting and some color here and there, and you’re good to go.

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