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

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Presentation on theme: "THOMAS CARRANZA Analysis of Dust. Analysis Mechanics: everything moved fairly smooth, it needed some more testing first person perspective Animation mechanics:"— Presentation transcript:

1 THOMAS CARRANZA Analysis of Dust

2 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

3 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

4 Analysis Mechanics: Smooth and precise Animation mechanics: I liked the falling objects, shadows of moths on the walls, and sound clips Programming mechanics:

5

6 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.

7 Summary of what I learned The games have to be instantly intuitive Directions need to be clear Motivation is key Music adds to the game significantly Test for holes Playing with shadows immerses player even more Watch for seams in walls Make physics as real as possible unless its part of the game


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