10 29 Meeting With Andrew - AlexisBliesener/Bewitched GitHub Wiki
Andrew notes 10/28:
- the characters movement feels lurchy
- needs to be smoother from walk to run
- feels weird without a walk cycle
- instant acceleration is not good on the movement
- camera accelerates needs to not be linear
- hard to get camera into specific spot
- lighting is a lot better
- maybe too dark in the long hallway room
- when you get hit the music stops is the issue need to lessen the ducking, need to feel the impact not necessarily hear it
- the build up of possession should be lerrped
- paintings need to be textured they look like old tvs
- need more camera control when in combat, camera needs to take over more
- there is a lot of drift as you move, ice skating
- movement drift is happening, bug
- light is good in the art space room
- do not rely on post processing, takes a lot of processing power
- confused by counter dodge move
- death animation did not play, just kept running
- turn off the pink box on the goblin secondary attack
- make salvage its own thing at the upgrade pick up menu
- liking the music feels very orchestra
- need to make the health bars more clear
- make eleths health bar even smaller, needs to see more of weakness
- ui needs to transform more dynamic and movement based, animate it
- movement is something peoples eyes are naturally drawn to
- keeps whiffing the shots
- camera should be on spring arm to not see outside
- soul counter does not go up after going to the main menu
- Andrew thought: with the last one you should be able to soul drain them gives you a health boost
- camera feels very far back
- vertex mapping so the floor does not repeat so much, very noticeable
- Getting very locked into a direction with attacks
- want to press left and right with the movement stick to attack different guys but cant do that right now
- wants as much freedom as possible to attack in different directions
- move the camera of the ogre
- spawned in the wrong place after popping out of the enemy, ogre at the end
- does not like picking up upgrades, does not like that it is on the a button
- alter does not look important in the art space room
- still thinks you should run by holding down a button, or doing different phases of movement, such as a toggle walk and run cycle
- feels like the move from the triggers to the face button is a disconnect
- use the right buttons is a challenge
Decisions
- walk for eleth
- lighting to be fixed in combat hallway room
- change interact button prompt
- drifting from pushing handling
- circle back to ui animations, maybe just a fade in fast
- dim health bar, and shorten it
- put things on alter
- kill the last enemy in the room
- consume instead of salvage
- most helpful camera thing, centering the camera
- Hold off on any interact changes