Comments on: Skro’s P2, skro. https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/22/skros-p2-skro/ Video Game Design and Architecture Sun, 16 Nov 2014 12:56:52 +0000 hourly 1 https://wordpress.org/?v=5.2.2 By: squarehelius https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/22/skros-p2-skro/comment-page-1/#comment-647 Fri, 24 Oct 2014 09:01:35 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=2140#comment-647 The overall concept and the implementation is pretty good. I like the idea of “player motion itself as a fun aspect of the game” part like infamous, which is one of my favorite games. The particle effect, character design, character movement and background music definite reflect the game feel. There are also some things to improve. The dark lighting and texture is one of them. They don’t quite fit into the lighthearted feel. You can also enhance the game with other effects than simply a jetpack. (Like infamous, it has just so many ways to do the movement). It would be wonderful if your final project has the same or close level as infamous.

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By: patches https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/22/skros-p2-skro/comment-page-1/#comment-563 Fri, 24 Oct 2014 04:30:58 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=2140#comment-563 I love the overall look of your character; the big head, little body with a jetpack attached to it just looks really cute. The particle effects, animation in the air and movement add a lot to the overall feel of the character. I found the controls of the character relatively difficult, but not terribly hard to master. I agree with ninebolt’s suggestion of switching rotation of the character to the mouse and adding a strafe mechanic to the arrow keys to help you better maneuver your character. Lastly, I feel as though the darkness is a little out of place, and that the collisions with walls could be a little less punishing.

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By: ninebolt https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/22/skros-p2-skro/comment-page-1/#comment-498 Fri, 24 Oct 2014 00:54:55 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=2140#comment-498 I really liked the jetpack concept! The particle effects and the quick vertical motion were very well implemented and did a good job of creating the feelings of using a jetpack. However, I think strafing the air could be improved up. I found it very difficult to turn in the air. Maybe make the A and D keys strafing keys and use the mouse to control rotation. That would add another element to the game and make the feeling of using a jetpack even better!

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By: thisisaname https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/22/skros-p2-skro/comment-page-1/#comment-420 Thu, 23 Oct 2014 18:01:16 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=2140#comment-420 The game’s lighting was a little odd for lighthearted fun, but it’s enjoyable and simple and the music conveys this well. The idea of tapping the button sparingly felt a little unusual (and I presume it’s intentional given the blog post and fact that it’s effectively impossible otherwise), not as a mechanic, but in context; despite the polish and effects, having to use the jetpack that way didn’t make it really feel like a jetpack in my opinion. The collisions, while easy to avoid, similarly felt a little off given the fairly low forward velocity of the jetpack; they felt like hitting something while flying with a jetpack should feel, but not like hitting something while going forward at the speeds of the game should. It’s also worth noting that it’s possible to entirely avoid some of the more difficult obstacles with timed use of the jetpack, so it’s worth noting that for tweaking purposes.

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