incredible work as always
bfod
Creator of
Recent community posts
Recapping my comments on this one:
- you can encourage more social interaction between players either by walling in the dog park or by making the dogs always try to run back there after they escape
- the players falling over is funny but is probably not helping the overall vibe or comedy of the game itself, so I would lock their X and Z rotation
- if you tune this right, it should always be easy to walk in the direction of my dog, and never be easy to walk away from the dog
- the best moment is when you throw an object and chaos ensues as the dog runs off somewhere and other people's dogs also join in. Try to bring this moment out as much as possible
- the movement forces on the player and dog are way too weak right now - makes it hard to get going and hard to stop and generally hard to control. You should have much higher forces with much higher damping, for fast acceleration and deceleration.
Physics feel on the driving and robot arm is nice and heavy and solid and stable, good.
I don't love that the first thing that happens when I drive out of the driveway is that the camera view gets blocked. Maybe remove that rooftop so it doesn't get in the way?
I kind of wanted to get negative-points if I knocked down buildings or ran people over.
Using the CTRL/SHIFT keys may not be a good idea for a WebGL build
If it's possible, it would be nice if I could save myself from a tipped-over truck using the rescue arm
I think if you have some engine sounds you can get away with making the truck accelerate even more slowly, which will help to teach the player that this is a game about being very careful.
Love this design a lot. The character and prop art you have so far is great.
- It's very counterintuitive that you have to release the mouse to pick things up. Nobody will expect that - what they'll expect is either click to pick up, or click-and-hold to pick up. I get why you did it this way - it's because you need to make sure the player has released the mouse in order to detect when they click to start 'charging' their throw. But I don't think it's the right solution - even if you want to keep this throwing input scheme, you can still do it with 'click to pick up' - just ignore the first mouse-up event after they pick up the object.
- You can tutorialize picking up by having 'hand open' and 'hand closed' art - make the hand close when the player clicks, even if they aren't clicking on anything.
- To tutorialize the charge-throw mechanic you will need to make a much bigger deal of the charge arrow and have a good 'building up' sound effect.
- I started to want some things that needed me to throw an object, like buttons to open doors, something like that. Maybe an annoying NPC you can throw stuff at.