Comment #4
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Hi Adam, your post was very interesting! However, I think you could give a little bit more background around the topic of the top-down perspective of your game. I had no trouble understanding it as someone who knows what Umibozu is, but I have a feeling someone who does not might have difficulty understanding exactly what the problem is. This was the only thing missing though, in my opinion. The top-down perspective of the game does affect the movement sprites a lot. Most of the other game concepts in development right now can easily get away with only 1 sprite facing the same direction throughout the entire game. With Umibozu however, as you said, it’s a bit more complicated. I think the perspective is to blame, as well as the fact that your avatar is a boat. Since we know boats cannot propel themselves sideways, this generally looks strange to us if we can do this in the game. If the avatar were, say, a flying orb, this might not be an issue. To solve this, a more advanced control system or more detailed sprites is essential. I am glad that you are taking so much care to this as it’s one of the things that bothered me while playtesting some of the Umibozu games currently. Keep up the great work! -Amanda Original Post: https://adamolssongame.wordpress.com/2018/03/01/fourth-post-movement/ |