Not entirely sure what you're talking about. I just double checked just now when i saw your comment and its moving just fine.
PenningtonProductions
Creator of
Recent community posts
Remarkable:
The creativity of the obstacles you put into this arena proved the potential and
proof of concept for a prototype like this. The variety as well as the specification
of which ball hit which object and just how clear the two obstacles in the middle of
the stage was. Well done there.
Improvement:
Areas that needed just a little more work was your level size, your obstacle size and
effect, the enemy ball, and the respawn mechanic. The level seemed cramped with all
the obstacles being the size they were compared to the ball, and at times as I was
wandering around the map under no threat of the opponent felt like there was so little
room for error that it was kinda ridiculous. Scaling it up just a little bit or perhaps
making the obstacles themselves smaller would improve that. The enemy ball didn't move
on its own so I did not have a one versus one battle with the AI, and I wish I knew
how to fix that so I could leave some relevant suggestions but I simply don't know.
I also did not know that the player could restart properly with the letter R,
perhaps look into telling how to do that using the Unity UI elements.
Successful:
What was successful about this game was that it was a proof of concept and has potential
to be a very cool gladiator game. Implementing the improvements I've suggested would
definitely make this more of a prototype than a proof of concept. A part of this that I
did find enjoyable were the array of colors around the arena so your material use was
successful.
General:
I would suggest spending a little more time testing out your game and to put a little
more research into opponent AI outside of class. Prototyping stuff like AI and game
feel is important to consider when implementing an opponent. I did like how the camera followed the player as the ball traversed the arena, so nice work there.
Remarkable:
The fine manipulation of velocity needed to succeed in this game (fine manipulation I did not have)
is an interesting mechanic to play with. That mechanic is used in a lot of marble games I've come
across, which admittedly isn't a lot but making the player manipulate the velocity of the ball
just to navigate the course in a timely manner puts an interesting challenge in front of the
player.
Improvement:
The platforms were far too small. I know that may have been intentionally designed that way to
present yet another challenge, but I would look into other games that utilize the principles
you were trying to achieve for improving your level design.
Successful:
The timer was implemented very well, providing the only incentive for moving quickly. The controls
were somewhat tight, but still provided the challenge that you were looking for in terms of a ball
shaped player. The topic was bouncing balls, and I think the way you went about it was very well done.
General:
I disliked the message printed in the console, it was somewhat patronizing even if it was more meant as
an encouragement to do better. I also disliked how small the platforms were as it made the game
ridiculously difficult. Talking about the difficulty, I have to say I liked how tight the respawn
mechanic was and the fact that there was a clear halfway point so well done there. Work on the level
design and you will be that much closer to having a solid rage game under your belt.
Remarkable:
What was remarkable about this prototype was that you tackled
a concept that included a random number generator when it came to
where the balls spawned and another random number generator that
affected the scale of the obstacles coming down the ramp. Not
only did this provide an interesting challenge traveling to the
end, it also demonstrates a skillful use of an important code to
now.
Needing Improvement:
The third person camera made me feel like I was watching a short
tutorial video rather than be the one who was interacting with it.
No movement from a player capsule also felt like the capsule was
small and taped onto the camera's bottom rather than being what the
the player was controlling. I would suggest looking into how the
FPS camera works in this scenario as I believe that would have made
this prototype better. Another part that would have improved this
project is some kind of fanfare when the player got to the top of
the ramp because without it, I felt like there wasn't any purpose
of getting to the top of the ramp.
Successful:
What was successful about this was your use of a random number
generator as mentioned earlier, but what was also successful
was your game loop. I also enjoyed the way the player moved, as
it allowed for an easier evasion of the randomly generated ball
clones. Well done there.
General:
You successfully created an avalanche themed game but perhaps
you should theme the color of your obstacles and balls to more
replicate an avalanche, mudslide, or other sort of thing rather
than random colors. If you were going for an arcadey feel, then
the random colors were certainly the way to go.