This weekend I went and joined Ludum Dare a big Game Jam in 48 hours. It’s always an experience to see a game getting created in a short time span. A lot of people that played my game mentioned that it’s very fun and addictive and I think that is due to me applying my Game Feel knowledge from this project. I’m gonna talk about how I applied what I learned in this project on this small game.
Last week I started rigging the model which I got right now since Fredrik feels like he needs something to work with. One thing about rigging this early is that I feel like I have to really make sure the rig is built right so I won’t regret it later on. I am still abit inexperienced at rigging and it’s the most annoying part of making a model since it can make or break during the animation process and when the character is later in motion.
I find animating is alot of fun if the rig I am working with works well for the purposes I will need it for. That’s why I want to do this right from the get go.
But one thing about animation which I haven’t really thought about from the start is what animation can convey about the character. This question about animation began by Fredrik linking this video from Extra Play about Kratos animations in God of War:
Annelie from our other workbook group wrote about a GDC talk not long ago. As it talked a lot about game feel it felt quite fitting to post it on our workbook too.
Source: Oh my! Insights about progression (2015)
So in the latest days i’ve been reading Steve Swink’s Game Feel: A Game Designer’s Guide to Virtual Sensation (2008) and it’s pretty damn good. I have gotten tons from it even if im only 1/3 through the book.
The most important concept in this book however is “The Three Building Blocks of Game Feel”. These are three components of a game when they are together the will create Game Feel. These are Real-time-control, Simulated Space and Polish.