Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

What makes a character feel alive?

A topic by blackmoodgames created Feb 18, 2025 Views: 407 Replies: 15
Viewing posts 1 to 10
Submitted

hey! 

we're making a game about keeping a creature from death, using a ping-pong paddle.

i'm wondering, how to make the creature feel alive, and reactive to the environment?

*(orange-balled strange creature in above picture)*

The ping pong paddle lets you charge an attack, resulting in a ragdoll-ish impact & feel. 

i thought adding the eyes a close-open based in collision w/ floor, an animation for when it gets hit, and more complex stuff like updating the mesh with deformations *(i dont believe i can manage to get this for the jam)*

Any good and simple ideas? how do you manage "alive characters" in your games?

Submitted

obviously we're in early prototyping, but i'd love to get a great feel-juice for this.

any ideas are wellcome! help us create a humor-toon game :)

Submitted

here are some additional resources i've been through:


(+1)

not related, but please make him jiggly it would be so awesome

Submitted

wiggly jiggly is a must, we got you!

Submitted (1 edit)

today got the core gameplay, and uploaded the first build of the game! tomorow we hope to hang out and test games, leave a reply and share!


about it:

  1. you control a ping-pong paddle-handling adventurer, 
  2. you have to help a creature eat fruits to recover from an event (subject to definition)
  3. a set of eart and winged creatures try to steal the fruits. you must bang them with your paddle.
  4. ???
  5. profitBOSS FIGHT!

i'm keeping the thread, as this is an experiment about game juice, and 3d unity development. we hope you dont mind

Submitted(+2)

maybe give them expressions based on where they're currently heading, e.g. if they're about to hit an obstacle make them shut their eyes. also maybe make them move their pupils towards the player but that might be hard to implement

Submitted

very interesting, i hadn't thought about anticipation but it would be a great addition, i'm gonna look into it
today we're working with other npcs that will be wandering and pursuiting the pickups

we thought of googly eyes but im unsure how to do it. it will have eyelids, and eyebrows. Belu is working on the new creature design :)

little arms and feet can also be great to animate and ragdoll

Submitted

personally i'd attempt to give it an expresive idle animation. kind of like bounsing in an sideways 8 shape if you know what i mean

Submitted

okay, we'll think about how to 

do you think it'd be more fun if the creature could stay still, or making it go everywhere all the time? 

idk if going for the full ragdollish game may be too much for scope. boss fight or more bouncyness and custom animations?

Submitted

it depends it the creature is something that for example you take care of or if it has a more stationery role like a shop keeper

if its like a pet or smth i think it would be more fun if it moved around

if it has a stationery role i'd just make it bounce around in place

If you want to make something, feel more alive. Try making it different. What I mean is try making different things happen with the same scenario!

Submitted (1 edit)

im unsure what are you refering to :(

you mean adding more mechanical depth? i meant responsiveness, goals or behaviors

Submitted(+1)

If you want the character to feel alive, add those little effects that actually you usually wouldn't notice, like a tiny particle vfx that happens when the character bounces off of the paddle, or based going a little Boing ! sound effect. These are little things when added you don't notice but when they're not there, you do notice and the game feels less alive and just static. So remember, little things, that's what makes everything feel alive. Hope this helps, and good luck your game !

Btw, if you ever wanna play my game, check it out, would help a lot (Do not take things from as it does not feel alive, I submitted it now cuz I won't have time to work on it anymore and the point is kind of to be a skit of a certain genre you'll recognize anyways)  : https://itch.io/jam/brackeys-13/rate/3341239

Submitted

 hey, thank you for replying, thats a great advise :) absolutely, feedback is key for the user experience and understanding of the mechanics. 

i played your game, but i think it glitched :/ the main menu screen doesn't fit correctly into the screen, and i cannot see where to drag the -thing- lol

i hope you can continue it's development forward 

An easy base of reference would be delving into the different principles of animation. Here is a website presenting some classic examples : https://www.deedeestudio.net/en/post/principles-animation-squash-stretc