Jammin’ with Game Feel

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.

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Continue reading “Jammin’ with Game Feel”

Jammin’ with Game Feel

Different gameplay, same amount of legs!

So in the latest days we have been thinking of scrapping the Vojlock. However we still have a project to do and it’s quite a waste to let all the things we done so far go to waste. That’s why I tried to use the concept with being a centaur but with different contexts and gameplay.

Brawler.jpg
Braaawwl!! With… a… Capsule…

Continue reading “Different gameplay, same amount of legs!”

Different gameplay, same amount of legs!

Let’s get ready to RUUUMMBLEEE (pak)!

After replaying Shadow of the Colossus recently I noticed the way it used controller rumble when you moved. The faster Agro moved the stronger it rumbled in time with his footsteps. I really wanted to do something similar so I gave it a shot.

Rumble Horse

Continue reading “Let’s get ready to RUUUMMBLEEE (pak)!”

Let’s get ready to RUUUMMBLEEE (pak)!

AnimationCurve for movement, does it feel good?

So yesterday I posted my theory that using curves would make for movement that felt better. My idea went that with Unity, AnimationCurve would be the ideal way to do just that. So today I tried it out to see how it would feel. I made a script that got the current curve position depending on if you pressed up or not. So did it work? Did it feel good? Kinda, kinda not…

I mainly experimented with most basic quadratic equations as they seemed to work the best with movement.

Continue reading “AnimationCurve for movement, does it feel good?”

AnimationCurve for movement, does it feel good?