thomas carranza analysis of dust. analysis mechanics: everything moved fairly smooth, it needed some...
TRANSCRIPT
THOMAS CARRANZA
Analysis ofDust
Analysis
Mechanics: everything moved fairly smooth, it needed some more testing first person perspective
Animation mechanics: I liked the falling objects, light reflection, and steam on the water
Programming mechanics: simple 3d game, logic puzzle game
Character mechanics: character starts with a flashlight and one color it can project, smooth walking and animation jumping
continued
Player mechanics: To move the head with the mouse felt a bit strange and I found myself off the screen easily, also character seemed like he was crouching Controlls are WSAD + space to jump, and to toggle
lights it was Q&E. Visual dynamics and play quotient: big world,
time to finish game was around 5 minutes
Analysis
Mechanics: Smooth and precise Animation mechanics: I liked the falling
objects, shadows of moths on the walls, and sound clips
Programming mechanics:
continued
Character mechanics: fluid, only a bit jittery Player mechanics: the small moths were a bit
finicky Visual dynamics and play quotient: beautiful
side stroller with a lot of 3d treats, lots of detail, music was too repetitive.
Summary of what I learned
The games have to be instantly intuitiveDirections need to be clearMotivation is keyMusic adds to the game significantlyTest for holesPlaying with shadows immerses player even
moreWatch for seams in wallsMake physics as real as possible unless its
part of the game