Comments on: mulletman’s Game Feel Project 2 https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/21/mulletmans-game-feel-project-2/ Video Game Design and Architecture Fri, 24 Oct 2014 21:25:12 +0000 hourly 1 https://wordpress.org/?v=5.2.2 By: mjp14 https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/21/mulletmans-game-feel-project-2/comment-page-1/#comment-683 Fri, 24 Oct 2014 21:25:12 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=2055#comment-683 This game was actually fun in a way. Rolling around the destructive smiley face was unique and it was fun to just trample over structures and knock things down. Also being able to breathe fire is cool. One thing I really liked is the sound the camera shake when you crash into things. That definitely adds to the destructive feel of the smiley ball. One thing I wish the prototype had was some enemies or something actively getting in the way of the character that the smiley could easily trample or have to battle in some way. It’d be cool if the dragon at the top platform moved around, or even breathed fire itself. The game has really good controls and polish that make it fun to explore around this world, the sky probably being my favorite aspect of the world.

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By: z-fighter https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/21/mulletmans-game-feel-project-2/comment-page-1/#comment-653 Fri, 24 Oct 2014 09:35:07 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=2055#comment-653 This is a neat little prototype with a fun mechanic. The game feel is exactly what you were going for, a destructible environment with an aggressive feel on the part of the player. The soundtrack and the player interaction emphasize this well.

One improvement I would make is that of the fireball shooting. Since it shoots right where the camera is facing, you have to turn the camera to see the projectiles travel. Perhaps attaching a lingering burning area when a fireball hits would also help improve the “destructive” feel. Something else I noticed is occasional artifacting when the camera moves around.

I thought the boss fight farce was hilarious. When I went up there the first time I thought it was a 3D dragon at first glance but having it fall over like one of the old western movie props was great.

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By: ragnar https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/21/mulletmans-game-feel-project-2/comment-page-1/#comment-503 Fri, 24 Oct 2014 01:19:26 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=2055#comment-503 This game feels really good. It is very simple, but I like jumping because the sound and shake when hitting the ground is satisfying. My only criticism is about how the fireballs work. One is that having to press ‘q’ to shoot a fire ball means that you can’t keep your fingers on the keys that you need to move, so it might not be possible to move left or forward while shooting fireballs. This isn’t a problem in this demo but could easily be in a more chaotic and dangerous environment. I would personally use a mouse button or shift to shoot. The other problem with fireballs is that they shoot in the direction of the camera. This means that you cannot see the fireball without moving the view, so at first I did not think that pressing ‘q’ was doing anything. This also means that the player cannot shoot fireballs upwards, which is very limiting.

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By: cubs2bears https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/21/mulletmans-game-feel-project-2/comment-page-1/#comment-442 Thu, 23 Oct 2014 21:32:01 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=2055#comment-442 Really cool game. The controls are nice, jumps feel like they should, and I was able to navigate to the boss platform with a little focus. I probably would have used the fireball mechanic more if it had been mapped to a mouse click or the E key instead of the Q key, but the effect looked really good. The smiley face is silly, but I like it. I went right up to the dragon, turned the camera around, and my player had the biggest smile still. Pretty funny. Speaking of the dragon, pretty awesome surprise to find him up there. The sounds also helped reinforce the interactions with the game world, especially the smash when the ball hits the ground with a little camera shake.

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By: livingled https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/21/mulletmans-game-feel-project-2/comment-page-1/#comment-403 Thu, 23 Oct 2014 14:18:47 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=2055#comment-403 You know what, the game is simple, sure, but I found myself enjoying it quite a lot. I loved getting to that dragon at the top.

“what are some things you LIKED about what they did, and why do you like them?”

The control for the ball seems dead-on. It responds how I would want I would expect it to respond, but also is, of course, since it is a momentous ball, sort of hard to control. Just having fine control of the ball itself is a skill, a task – just like they suggest in the Game Feel book.

“what are some specific things that could be improved, and how might they be accomplished?”

I thought the fireball mechanic could be improved. Maybe I was just doing something wrong, but, for me, it spurt a stream of fire some distance ahead of me. When I hear “Fireball” I think more of a far-traveling projectile that a stream. Maybe call it “flamethrower” if you want the current mechanic (or maybe I am misunderstanding the mechanic).

You could also emphasize the destructiveness more by setting up the objects differently. If the “walls” on the ground floor were composed of 100ish little bricks instead of a single board, and then we crash into the wall and the wall crumbles brick-by-brick – that would be badass. We’d feel destructive -like a wrecking ball.

“do the two motions feel like they meet the assigned “feel”?”

It was my understand that two motions aren’t really necessary for the assignment. It’s more abstract than that, really. The wrecking ball feels destructive and powerful – I’d say it feels good.

“do the interaction aspects help create game feel (controls, avatar movement and how it interacts with the world, polish effects used directly to emphasize these interactions)”

Things fall/collapse when I hit them! Yes, the interactions epmphasize the game feel. In my sort of “criticisms” question earlier on, though, I mentioned ow you could emphasize it MORE by making objects in the world more… combustable.

“are the other parts of the prototype (textures, sounds, etc) helping or hurting?”

The sound is appropriate. The smiley face ball texture is interesting/good. I would say that the textures altogether give me sort of a “desert” motif. I wonder if a different setting (like… maybe an urban setting) would be more fun. Depends how you do it , really, I guess, hah. In any case, I definitely wouldn’t say they are “hurting” – they are pretty good, could maybe be improved upon if you wanted (like all of our games can be, really)!

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By: nintendo424 https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/21/mulletmans-game-feel-project-2/comment-page-1/#comment-371 Wed, 22 Oct 2014 18:31:13 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=2055#comment-371 This game is pretty neat! I really like the fireball mechanic and how you make the initial few platforms ‘blow up’. The dragon you ended up meeting at the end is also really well done and unexpected. I definitely feel the destructiveness of the ball, given the camera shake when you land from a jump and how the fireballs kill the dragon. My only issue is I kind of feel that the smiley face is a bit unnecessary. Like, it throws off the feeling for me. It kind of makes it feel silly. However other than that, the rolling motion and the movement of the fireballs are nice. I really like how the fireballs look. The overall polish (the textures, the sounds, and the dust that flies up when you land) is also nice. I like it!

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