Posted October 04, 2023 by Claudijo
So far emphasis has been placed on realistic simulations using physics models and elaborate equations when building the water dynamics, including concepts such as buoyancy forces and how water waves are naturally formed (see previous posts Part 1 and Part 2 for more details).
But when it comes to controlling the pirate ship, most of the realism has been thrown out the proverbial window in favour of searching for that magical right feeling you get when just aimlessly controlling a game character is a pure joy.
Making sure it Just Feels Right™ when playing a video game is a paramount aspects of game design, but also one of the hardest and most elusive part of the craft. The goal for every game designer is to immerse the player in an engaging and rewarding experience. But what to do and where to start when trying to achieve the right feeling?
So what can the game designer tweak and tune in order to change how the game feels? There are of course many more or less eluding aspects related to the feeling of a game, such as responsiveness, aesthetics, sound, and animations.
However, one tangible and quite central metric is something that can be described by the the Attack, Sustain, Release graph, which quantifies how the game responds to player input and the feeling you get when controlling a game character.
The horizontal axis represents time and the vertical axis represents some quantity that change over time when it comes to controlling a game character, such as the speed or the rate of rotation.
As an example; if studying a game character dashing across a platform for some amount of time, the Attack phase is the time it takes for the character to accelerate to full speed after pressing the run button. The Sustain phase is the duration the player is pressing the run button and character is propelled forward at max speed. Finally the Release phase is the time it takes for a character to come to a halt after the player has stopped pressing the run button.
Short attack and release phases lead to a direct control but the movement can be perceived as artificial and mechanical, where as a long attack and release phases will give the impression the character is running on ice.
The following bullets are a few aspects that have been added to the latest version of Pirate Sea Jam with the intention of achieving a nice feel to the game.
One way to evaluate if the game feels right is to see how satisfying it is to aimlessly move around in a bare bones game world. In Pirate Sea Jam that would correspond to sailing the pirate ship around in a silent and empty ocean without any obvious game objectives to see if that feels interesting and engaging.
Try out the current version of Pirate Sea Jam for yourself and leave a comment to this post about what you think should be improved regarding the basic feeling when controlling the pirate ship.
The keyboard inputs are as follows:
[A] turn port [D] turn starboard | [Left Shift] Super boost | [R] Reset
And of course, one obvious way to make the Pirate Sea Jam game more interesting is to add some gun powder and cannon balls. Making it possible to fire the guns at some targets is coming up in the next version.
Ship ahoy!