The amount of analysis and thought put into this project is extremely impressive. Not only was it entertaining, but it's just so thought provoking when it comes to game design. This was so well done that you should consider teaching game design one day. Thanks for making this.
@WikzoDK9 жыл бұрын
LiveLaughLevelUp Thanks a lot! :)
@balorprice6 жыл бұрын
This is what I wanted to comment! I've been looking for this data for a while now. Invaluable.
@scalpingsnake Жыл бұрын
Great video. Honestly game feel is so important, I often see times where (in my opinion) the developers missed opportunities to include better feeling in the game. I don't think game feel is always 100% necessary but is so important to most games and can even work in games you wouldn't immediately think of. I used to focus only on playing first person games, as I grew older though I because more willing to try more genres and found I really like playing CRPGs. I think even games in this genre could benefit from game feel, imagine getting a killing blow in a CRPG and the camera cuts to a third person view and you are able to actually input the attack like it was a third person game. You would be locked into the attack to obey the rules of the game previously setup but I think that could add so much feel while staying true to the genre.
@limageur5 жыл бұрын
Reference, data, good speaking. Exactly what I am looking about video games. Thank you.
@NexuswOw2 жыл бұрын
Hey Gustav Dahl, nice video! really interesting stuff, thanks for sharing this
@Rodney5269 жыл бұрын
Simply great and lots of useful insights for game design. Thanks for sharing!
@WikzoDK9 жыл бұрын
Kemal Akay Thanks a lot! Remember to check the links in the description as well :)
@Gabriel-cr7kk Жыл бұрын
This is amazing, and very useful as a game designer, thank you
@evilagram9 жыл бұрын
Mario doesn't work the way you describe. He doesn't jump with powerful velocity until gravity takes over, holding down the button reduces the effect of gravity until it is released, or you reach the peak of your jump. I describe the mechanism in this article: critpoints.wordpress.com/2015/05/18/5-games-5-jumps/
@WikzoDK9 жыл бұрын
Chris Wagar Cool article. Will have a look at it later :)
@LethalChicken777 жыл бұрын
ball. ball was the 3rd most used word to describe it.
@abowlofsoup64407 жыл бұрын
yes it was a very ball experience
@ThePC0078 жыл бұрын
The problem with Super Meat Boy's wall jumping is that I often found myself wanting to let go of a wall without actually jumping. I see there's no easy fix for that and obviously wall jumping is more important than quickly letting go of walls, but I'd just like to throw that in here.
@jesperkragh9 жыл бұрын
Fremragende, Gustav. God video!
@darthhole68189 жыл бұрын
Very interesting video. I've been thinking about going on the path to being a designer myself, and I will come back to this video often if I remain interested. Still, I can't believe Oney Plays sent me here. I find that hilarious that such a joker sent me to such a serious video.
@WikzoDK9 жыл бұрын
+Darth Hole Thanks for your comment. What video directed you here? :)
@darthhole68189 жыл бұрын
Gustav Dahl None. It was in Oney Plays liked videos. I looked at his channel, and he likes some hilarious videos. The first minute of this video, I thought it was going to be funny. Then, I became interested.
@darthhole68189 жыл бұрын
Gustav Dahl Also, you're welcome.
@aleenn6 жыл бұрын
Thank you for this video. It has helped me to improve my game.
@justanotheruserish8 жыл бұрын
@11:39 interesting work
@toureiro8 жыл бұрын
Nearly did a double take when I heard Alex's voice. Didn't expect that at all!
@walmys2nd8 жыл бұрын
More thorough than a digibro diatribe.
@tommyboy32408 жыл бұрын
Like for me, if a game has really bad game feel I can't play it. It has to have satisfying control and fluid gameplay. I guess that's why I love smash so much
@sparrowthesissy21867 жыл бұрын
Reaching max speed in 1/5 a second seems a bit drastic, but I tried it in the game I'm working on now and it doesn't feel horrible. Still a little quick, I think, but definitely "responsive"
@MondayHopscotch9 жыл бұрын
Sometimes google does a good job at finding just what you're looking for at the top of the results. Thanks for the video!
@WikzoDK9 жыл бұрын
+MondayHopscotch Thanks! May I ask what you were searching for? :)
@MondayHopscotch9 жыл бұрын
+Gustav Dahl I was literally searched "tuning good platformer feel" and decided to look through the video results after not finding what I was wanting in the regular web links.
@WikzoDK9 жыл бұрын
+MondayHopscotch Cool. Make sure to read the links in the description as well :)
@magei009 жыл бұрын
very interesting, thanks for sharing ;)
@WikzoDK9 жыл бұрын
magei000 Thank you. Glad you liked it :)
@evilagram9 жыл бұрын
I'd contest that there is game feel in the asscreed loading screens, just less, and your moveset is limited. You still have the sensation of moving around a space, and of stopping, starting, turning, and jumping. If you made them purely white with no background, then that feeling would be diminished. If the camera did not move relative to the character when they jump (keeping the character perfectly in the center of the screen), then it would have even less as the character does not appear to move relative to anything else, even the screen.
@WikzoDK9 жыл бұрын
Chris Wagar The idea of Swink's venn diagram (real-time controls + simulated spaces + polishing effects) is that proper game feel consists of all three elements. Obviously, some games focus more on some areas than others.
@evilagram9 жыл бұрын
The point I was making was that there is still a semblance of a simulated space in the asscreed loading screens, even if it is a limited one. Look at the example game Swink made in his blog article on the principles of virtual sensation, the racing one where you can enable and disable different elements of the track I believe. Because there are clouds and such that move relative to the character, and the camera lags behind the character when he jumps or begins to move, there is still a simulation of space and sense of motion being applied.
@WikzoDK9 жыл бұрын
Chris Wagar Technically, you are of course right; there are still clues about the spatial simulation, even though very limited. I chose to use Assassin's Creed as an example, since I believe it is easier to relate to.
@evilagram9 жыл бұрын
The devil is in the details.
@LethalChicken777 жыл бұрын
getting a headshot in halo 5 is the most satisfying thing.
@kylerwk9 жыл бұрын
This is one of my favorite video game topics. Nice video, it's great to see all the examples in action. Recently I posted a video that goes into great detail about the jump phsyics of the game we are working on kzbin.info/www/bejne/m5avgX9pjp6doKM
@WikzoDK9 жыл бұрын
Kyler Kelly Cool! Tuning the perfect jump is definitely something you need to put a lot of effort into. What did you use to make those curves in Unity? I know about a plugin that can monitor variables similar to that; it's pretty nice: www.assetstore.unity3d.com/en/#!/content/23765
@WikzoDK9 жыл бұрын
Kyler Kelly Oh, and I like the variable name "NotAMeatboy" :P
@kylerwk9 жыл бұрын
Gustav Dahl I just made my own simple solution. github.com/kylerk/RealTimeAnimationGraphsViewer_ForUnity