Comments on: Ninebolt’s P2 – Submarine Chef https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/21/ninebolts-p2-submarine-chef/ Video Game Design and Architecture Sun, 16 Nov 2014 12:58:30 +0000 hourly 1 https://wordpress.org/?v=5.2.2 By: boxiom https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/21/ninebolts-p2-submarine-chef/comment-page-1/#comment-692 Sun, 26 Oct 2014 23:34:08 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=2057#comment-692 I think you had a really interesting concept for your game and like where you’ve taken it but only have so much to say about the prototype. I like how you’ve designed the interior, it gives a nice closed in feel, and the other polish effects such as textures, lights, and sounds are spot on for what you’re going for. While it’s meant to be turn based, some sort of auto correction on player movement to make it into doors and such would make the game a little less frustrating for who don’t immediately pick it up. Cant’ wait to see what it turns into from here!

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By: bordemin https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/21/ninebolts-p2-submarine-chef/comment-page-1/#comment-687 Sat, 25 Oct 2014 05:21:11 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=2057#comment-687 I really like the way you use turn based interaction. It makes this game feel like something old I played when I was little. The sound effects were really good, it definitely sounds like I am on a ship. The camera shake and alarm plus red lighting is spot on. I do feel kinda cluastrophobic(sp) or like I’m going to bump my head because of how high the camera is. I suppose this is completely appropriate since we are on a submarine. I think wall collisions would definitely help in this game, or jus prevent someone from moving if they’d hit a wall since it is turn based.

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By: idlapacjt https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/21/ninebolts-p2-submarine-chef/comment-page-1/#comment-676 Fri, 24 Oct 2014 17:24:09 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=2057#comment-676 I know it’s supposed to be turn based but it feels weird that I have to click again every time I want to take a step. This unintentionally changes the feel of walking around. I don’t like that I can walk right through the walls. I do feel cramped and like I am on a ship so that’s good. There is also no difference in how the player acts/walks/moves during the emergency. That might help the feel. Heavy breathing might be an interesting sound effect as well. Regardless of my small criticisms this is a great prototype with a lot of potential. Very original!

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By: thievenstealburg https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/21/ninebolts-p2-submarine-chef/comment-page-1/#comment-566 Fri, 24 Oct 2014 04:36:23 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=2057#comment-566 I really enjoyed the feel that this game gave off. The metal walls and low ceiling really made it seem like the player was in an actual submarine. While the game started off harmless enough, the game quickly became stressful when the alarm sounded. The blinking red lights and jarring noises of the broken systems introduced a feeling of panic and urgency. The only suggestion I would have is to speed up the movement of the player. Turning and walking was very slow and somewhat detracted from how urgent the alarm sounded.

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By: inttruth https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/21/ninebolts-p2-submarine-chef/comment-page-1/#comment-457 Thu, 23 Oct 2014 22:57:09 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=2057#comment-457 The game feels sort of calm, but creepy in the beginning, because it is so dark, and it does switch to being scary and stressful when the alarm goes off. The controls for walking doesn’t express that kind of urgency, however. Maybe once the alarm is triggered, the steps are more real-time so that the avatar can convey to the player that “something must be done quickly”. The alarm is loud enough to convey that sense of urgency, which is good. The game can be extended by having to fix the other alarms in the other rooms.

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