^ Thanks for your extensive feedback, I'll give you an equally extensive answer to your points:
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Well the controls could be a bit tighter, but I can't describe exactly how or why.
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Some things we are very aware of, such as what Xeno mentioned about being able to turn as you slashslashslash, but other things such as walking speed, diagonal movement etc is a lot trickier since it involves a lot of personal prefference. So it's really hard to get rid of any awkwardness one person experiences if you can't really explain it
Keep in mind that this is an alpha demo, and I hope to improve on controls as much as possible. The more you can point out and specify, the better
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Other than that there wasn't too much programming-wise unless I really want to nitpick.
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You may nitpick if you want
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I know this is hardly going to matter, but I just have to say that I don't care for the visual style at all. I would have much preferred original sprites, because the Minish Cap sprites don't seem to gel well with what you're going for, and the visual effects (like the Wind Waker-esque smoke) are far too clean and smooth and look out-of-place with the GBA sprites (a similar inconsistency as in Four Swords Adventures, with the mixed SNES, GBA, and GameCube visuals... ugh). Not to mention original sprites would have made it a bit more, well, your own.
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Weeell, this is hard to adress because you're obviously - as an artist - more concerned with these kinds of things. Personally I really like the mix between GBA sprites and smoother effects. The effects are used for things such as magic attacks etc which I believe if a good way of showing that they're indeed magic and special. When you're talking about sprites, I need a little bit of clarification. Are you talking about the overall style of
TMC sprites/visuals or does this have to do with content?
As you probably suspected, yes we pretty much threw in a few enemies for this demo simply because we didn't have the time or resources to make sprites for our original enemies. This game will feature some enemies like Octorocs and other familiar Zelda enemies but we'll have plenty of original content. Just not for this demo
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The music and sound effects also aren't really well-knit-together
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Oh, no kidding. As stated before, this is focused on gameplay and the sound effects and music was pretty much just thrown in, as you said.
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Although sound is one of the last areas that is touched upon in game development usually so it's probably not there yet
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As a big fan of games such as Zelda and Donkey Kong Country I'm very aware of the impact music and sound has on a game and this is something I really want to do well.
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and with the art and the sprites, I didn't expect Link to sound that young.
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Neither Link's sound effects or visual appearance is in its final form
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EDIT: Also a minor thought, but it doesn't really seem much like a "community" game when most of the work is done behind closed doors with very few positions offered to people.
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Actually there's no set cap on how many people we can take in, and pretty much all positions of development are available. So I don't know where you're getting this from.
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I remember during signups that there was no chance for someone to make music for the game, for example (the reason was "we have our own guy").
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A lot has changed regarding management and positions since we first started. Also, all we have now is a gameplay demo so there's little need for a musician right now. As we start to build the actual areas of the game, musicians will be needed.