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participants
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RGB
"Now your playing with colors!"
Become a fan!
Developer
Colors Productions
Tags
FPS
Genre
puzzle
Homepage
www.rgb.wowbagger.se
Hype
Description
First person shooter puzzle game. Each color got specific properties like sticky, electric, soft and so on, mix colors to create even other effects or mix all colors to remove them. This makes the levels change as you play.
Participants
9 people, 3 designers, 4 programmers, 2 artists, 1 manager
Project Role: Producer
Project Role: Trailer animator
Project Role: gameplay programmer
Project Role: Level Designer
Project Role: character modeler/texturer
Project Role: Level designer
Project Role: lead artist
Project Role: Lead programmer
Project Role: Programmer
Comments
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Daniel Wikell
Post was too long, had to split it up :)
The blue splats seems to secretely be shaped like half-spheres, atleast in the way you are bouncing off them. Since the splats are flat you'd expect them to bounce you in a direction perpendicular to the plane they are on. I don't know if you have any particular gameplay reason with forcing the players to be completely straight above a blue to make an upwards bounce, but if you do you really should make the blue splat look spherical so the players would know what to expect from them. My suggestion would be to completely remove the sidebounce and launch the players perpendicular on all entry angles. Creating a higher bounce in the middle and a lower if you don't hit it straight on would still keep the importance of precision but without the annoyance of beeing thrown randomly. Is there a reset level button? I got stuck on the inside of a block a couple of times and the only way to not having to start over from the beginning of the entire game was to empty all paint, which takes some time to do.
Daniel Wikell
Interesting concept. This can for sure create a good puzzle experience with alot of variation. Some things which you still have alot of work to do is Control! Movement and positioning is crucial in this game to be able to succeed with even the easiest of levels so therefore it really needs alot of attention. The forward motion is way too big when walking over ledges. This, combined with virtually no airmove at all makes it impossible to drop down on ledges below you. It seems like you are letting the character keep moving forward in a constant speed when in the air and with no ability to adjust it with counter-movements you keep on falling down over and over again having to repeat several steps. It is ok to punish the players for making mistakes, but when the players have such a small amount of control of the character it just hurts the game concept. Suggestion for improvement: Implement airfriction and make the character more controllable while in the air. Wall climbing seems to be too hard for the average player and this is due to the way you handle forward motion against walls. Players are going to hold forward while jumping for the next sticky to make sure they are still against the wall (since stickies are flat). Doing this without having positioned the cursor in the exact middle of the screen will make the character move to the side with high speed making them miss the next sticky. Suggestion for improvement: Alter the movement speed when moving against a wall to depend on the angle which the player is facing the wall with (i.e alot less side-movement when facing the wall at smaller angles).
Fredrik Eriksson
the 30 sec RGB trailer can be located at:
http://www.youtube.com/watch?v=rr2BXzBkNfI
Albin Engström
You don't have any more time?, One thing you just have to do is clipping the color dots so they won't render outside the surface they've been attached too, it isn't hard to fix and personally i think it's a must!
Wowbagger Esbjörnsson
That sounds intresting. From the start we looked at more intresting ways of applying the color to the surfaces but since you interact with the colors it needed hit boxes so that was the way we had to do it in the amount of time we had.