Comments on: Nintendo424’s P2 https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/16/nintendo424s-p2-wip/ Video Game Design and Architecture Fri, 24 Oct 2014 17:14:40 +0000 hourly 1 https://wordpress.org/?v=5.2.2 By: chromious https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/16/nintendo424s-p2-wip/comment-page-1/#comment-674 Fri, 24 Oct 2014 17:14:40 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1927#comment-674 This game definitely conveys a feeling of being injured without being completely helpless, which is kind of cool. the textures and lighting all add to the setting of the game, especially how the lighting changes when you find your destination, indicating that there is something special about this location. I also really like the way you implemented your street lights (haven’t figured out if you used a particle effect, point lights, or both. I think maybe both.)

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By: demmina https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/16/nintendo424s-p2-wip/comment-page-1/#comment-597 Fri, 24 Oct 2014 05:36:31 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1927#comment-597 Oh my god, you were trying to go with stressed and scared, I felt stressed and scared. This does an amazing job of creating an amazing atmosphere. The character movement with the limp leg is amazing and feels very good. I will say I necessarily believe that an injured person would turn quite that slowly . The textures and over all layout of the level is really nice. I love most of the sounds in this, the one that i am not so sure about is what i believe is the old main groaning in pain. I do not feel that this fits very well and just sounds awkward. Overall a very good prototype.

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By: norigantz https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/16/nintendo424s-p2-wip/comment-page-1/#comment-497 Fri, 24 Oct 2014 00:54:26 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1927#comment-497 I will be honest, I was not expecting much just from reading your description. The idea of playing an “injured” character didn’t sound terribly exciting to say the least. Now that I’ve tried it though, I am a fan! The movement arc feels “injured” but steady in a satisfying way that reminds me of certain sections of modern games. Perhaps the area is a tad big for this kind of speed though. It might feel even better to be indoors and have to navigate cramped hallways. I found the scariest part of the demo was searching for that one last zombie. Speaking of the zombies, I like how they move about, but this would benefit hugely if they were more threatening. Perhaps if they ran at you when spotting you or something. This way, it’s super scary searching about and wondering if one is gonna charge out at you from around the corner. Another note is, I think the gun should have a delay (cannot fire as fast as space is pressed), and I think the bullet should travel faster. Great job with the overall atmosphere, and the gameplay is solid!

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By: verryberry1 https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/16/nintendo424s-p2-wip/comment-page-1/#comment-373 Wed, 22 Oct 2014 18:48:58 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1927#comment-373 Loved the zombie shooter game. The limping movement, flickering lights, and zombie moans set the atmosphere well. Overall, it’s a great example of a concept, but there are some refinements that could help. The zombies only wander around currently, it would be nice if they moved towards the player or started chasing him within a certain distance. Also, limiting the range at which you can kill the zombies would force the player to get more up close and personal, adding to the stress and fear effect. I really enjoyed having the capability of shooting off the zombies from a far distance, and you did a great job of corresponding the player’s walking pace to the crutch and arm’s rotation.

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