thomas carranza analysis of dust. analysis mechanics: everything moved fairly smooth, it needed some...

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THOMAS CARRANZA Analysis of Dust

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Page 1: THOMAS CARRANZA Analysis of Dust. Analysis Mechanics: everything moved fairly smooth, it needed some more testing first person perspective Animation mechanics:

THOMAS CARRANZA

Analysis ofDust

Page 2: THOMAS CARRANZA Analysis of Dust. Analysis Mechanics: everything moved fairly smooth, it needed some more testing first person perspective Animation mechanics:

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

Page 3: THOMAS CARRANZA Analysis of Dust. Analysis Mechanics: everything moved fairly smooth, it needed some more testing first person perspective Animation mechanics:

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

Page 4: THOMAS CARRANZA Analysis of Dust. Analysis Mechanics: everything moved fairly smooth, it needed some more testing first person perspective Animation mechanics:

Analysis

Mechanics: Smooth and precise Animation mechanics: I liked the falling

objects, shadows of moths on the walls, and sound clips

Programming mechanics:

Page 5: THOMAS CARRANZA Analysis of Dust. Analysis Mechanics: everything moved fairly smooth, it needed some more testing first person perspective Animation mechanics:
Page 6: THOMAS CARRANZA Analysis of Dust. Analysis Mechanics: everything moved fairly smooth, it needed some more testing first person perspective Animation 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.

Page 7: THOMAS CARRANZA Analysis of Dust. Analysis Mechanics: everything moved fairly smooth, it needed some more testing first person perspective Animation mechanics:

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