Comments on: wrobert666 – P1 https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/wrobert666-p1/ Video Game Design and Architecture Fri, 17 Oct 2014 12:29:17 +0000 hourly 1 https://wordpress.org/?v=5.2.2 By: paintblade https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/wrobert666-p1/comment-page-1/#comment-364 Fri, 17 Oct 2014 12:29:17 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1735#comment-364 -I like this game! Very well done! Great job on the art and the sound effects!
-Dreamy/Dizzy avatar conveys its feel while still appearing somewhat controllable. This game strikes a good balance between control and dizziness. I feel motivated to keep moving the dreamy/dizzy avatar, but I don’t control him too much as to take away the dreamy/dizzy feel.
– Collision with other objects is very well done for both avatars. Making objects levitate or get kicked far away is fun and consistent with the feels of the avatars, especially knocking over giant brick walls with the aggressive/strong avatar.
-My only concern is the platforms. The camera is great for moving on the ground, as well as jumping and falling on the same level, but it is a little too difficult to jump up one platform.
It works well for the dreamy/dizzy character because it can quadruple jump (and even then, the dizziness may cause frustrations as it falls from higher ground just because it failed to reach a higher platform), but these avatars are separate entities, which means any coins in high platforms that only the aggressive/strong avatar can perceive will be impossible to reach because its jump is not high enough.

]]>
By: boxiom https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/wrobert666-p1/comment-page-1/#comment-216 Thu, 16 Oct 2014 22:42:41 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1735#comment-216 I really like the art style that you have going on in both your modes. The aggressive feel is definitely blockier and more robust when it comes to colors, and the dreamy feel certainly achieves that with shape and hue alone. I like the sound effects / music with both settings and appreciate all the work you put into your level design.

I think the avatar motion definitely conveys your game feel in both cases but I would have liked to see more control with the second mode, even if it’s meant to be dizzy. Otherwise great work at achieving your goal.

*Also didn’t run into any problems with the character collider.

]]>
By: bordemin https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/wrobert666-p1/comment-page-1/#comment-211 Thu, 16 Oct 2014 21:57:42 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1735#comment-211 Strong/Agressive
In this mode, I love how the camera zooms in on the avatar when he moves. I wish it would not get as close as it does however, it makes it difficult to see where I am going and I don’t have a big enough FOV to enjoy your environment while moving.
The movement and turn speeds were spot on, well done.
The music and sound effects were also really good.

Dreamy/Dizzy
Int his mode I almost missed that some of the walls appeared to be moving, this was really cool, wish I could have moved my camera with the mouse so I could look around more.
I think the movements you have for your character are really good for dreamy/dizzy, but some aspects of them make the game difficult and less fun to play. For instance it is really difficult to tell what direction my character is trying to go on the ground and it is difficult to tell if I am controlling anything when I am flying?
Flying – It seemed on purpose that you could jump several times to a certain point. I liked this alot, but would have enjoyed more control or more perspective of where the avatar is when flying.

Overall
I think this is a good game overall, with just a few things that make it difficult to play.

]]>
By: cloudkicker https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/wrobert666-p1/comment-page-1/#comment-137 Wed, 15 Oct 2014 22:43:03 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1735#comment-137 Awesome game dude.

1 – strong/aggressive
Definitely getting a strong/aggressive feel here. I like the character movement and the interaction with the objects in the scene. The sound effects, color scheme, and music all really tie the strong/aggressive feeling together. A camera shake/particle effect would help accent these feelings even more, and maybe a little bit more “powerful” of a jump. Perhaps a faster ascent/higher overall jump. But all in all, awesome implementation.

2 – dreamy/dizzy
The character movement here is what sells it. I like the “dreamy” jump and the slow, floaty decent. Also the slight camera movement/shake helps give it a dizzy feeling. The color scheme and music are also great and make me feel like I’m in some sort of trippy bubble-dream. The secondary characteristics like the textures here are also great. The chime-esque sound effects of object collision also fit the game very well. Overall a very well executed feel.

]]>
By: inttruth https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/wrobert666-p1/comment-page-1/#comment-83 Wed, 15 Oct 2014 06:02:43 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1735#comment-83 This is great! I have a bit of trouble with the controls though, more so in the dreamy/dizzy state.

Strong/Aggressive:
The environment and music fit pretty well with these feelings. The speed and charge of the avatar conveys the feelings well too. The sound after collision with objects and the random red flashing light, however, does not fit well with the feel. The clapping/clicking sound as the avatar charges forward is a bit annoying; is it meant to play as the avatar moves or as it collides with something? I don’t think it helps here. Maybe changing the sound and playing it only with collision may help. There might need to be more things happening to convey these feelings a bit more, like having a more dramatic jump animation, or some other visual cue showing the player the avatar is aggressive.

Dreamy/Dizzy:
The way the avatar seems to “float” after jumping is a great effect, and its animation on the ground is done pretty well too. I’m not sure if this is done on purpose, but the controls in this state are hard to use, especially when I use the jump key.
After pressing ‘g’, I think for the most part, game feel is expressed pretty well. I totally feel the dreamy/dizzy state, but the strong/aggressive one could show more. Great job! The music choices are good for both as well.

]]>