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