Comments on: SquareHelius P2 https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/22/squarehelius-p2/ Video Game Design and Architecture Fri, 24 Oct 2014 06:59:07 +0000 hourly 1 https://wordpress.org/?v=5.2.2 By: masterchief https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/22/squarehelius-p2/comment-page-1/#comment-621 Fri, 24 Oct 2014 06:59:07 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=2142#comment-621 I think the game feel was successful here, but the controls need a bit of reworking to really create a compelling experience. The “click and hold” camera movement does not really seem to fit, instead you could just use normal camera movement with the mouse or even the arrow / AD keys. But I like the hide and seek concept a lot, and I think it could really be developed into a full game if you wanted to.

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By: thievenstealburg https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/22/squarehelius-p2/comment-page-1/#comment-587 Fri, 24 Oct 2014 05:04:58 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=2142#comment-587 This game is pretty fun and would be great if you could improve on the hiding mechanic. As you said in the description, you were initially planning on letting the ghost hide anywhere on the map but were unable to implement it in time. I think it would be really cool if you could get that working. It would add much replay value to the game because the ghost would be in a new place every time. Another improvement that I think was already mention in another comment is to fix the music. I get the feeling that the music is supposed to be more cheerful (at least the music that plays outside is), but the Doppler effect that unity places on the music makes it sound kind of creepy and stressful.

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By: patches https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/22/squarehelius-p2/comment-page-1/#comment-573 Fri, 24 Oct 2014 04:42:29 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=2142#comment-573 I like the simplicity of the concept. For what it is, I don’t see anything huge missing from the game concept. Maybe when the ghost is hiding, show a top-down view of the map to at least have an idea of where he could hide, cause otherwise you spend more time navigating a maze than you are truly looking for the ghost. Additionally, I agree with the previous statements that movement is just awkward. Instead of click and move, just make it mouse movement and I think it’d be good. Also, thisisaname mentioned it, I think your sound might be 3D audio when you want it as 2D audio. Lastly, I like the idea of having powers like the flashlight and high jump, but find a way to make them into something that actually helps you find the ghost. One idea would be that the ghost would run when you see it, and you have you flash the light to stun him, and change jump to be more of speed based thing to help you chase him once he’s running.

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By: ninebolt https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/22/squarehelius-p2/comment-page-1/#comment-495 Fri, 24 Oct 2014 00:51:29 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=2142#comment-495 I really like the concept of the game and how it makes you wait in the beginning to let the ghost hide. It really makes it feel like the ghost is smart and is making a decision to hide somewhere. The music is very nice as well.

Camera rotation has been mentioned before so I won’t mention it. I think you should let the character go back outside to recharge his flashlight and jumps. But if the character goes outside, the ghost will move to a new location, so there is a trade-off!

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By: thisisaname https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/22/squarehelius-p2/comment-page-1/#comment-391 Wed, 22 Oct 2014 23:19:23 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=2142#comment-391 Before anything else, I think it needs to be pointed out yet again that the camera rotation and sideways movement is agonizingly slow. The music also seems to distort somewhat while moving outside, strangely. Another issue is that the high jump doesn’t actually cause you to jump, which is a little unintuitive. I can’t say much about the character feel given that the inability to effectively move sideways in an environment that requires turning to navigate overshadows the ability to play the game properly with the amount of time allotted. The music inside conveys the intended feeling well, however.

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