Closed lucasmnt closed 1 year ago
Hi @lucasmnt !
I like how the behavior looks and the general direction you ended up choosing.
transitions and feedback duration are really well timed, good job 👍
The "metaphor" you are in the sense relying on here is that the "mole turns into a checkmark or a cross if you hit the right or wrong one." But it looks odd that you can see some kind of remnants of mole behind it - it looks like it's 99% fully covered, but the last 1% makes it seem like you're not supposed to be able to see the mole behind it. Actually, here is an idea for a cleaner look:
Mole.cs
itself. I think that in terms of visual look, this will result in something cleaner, than having "two circles on top of each other".I think it works OK that the checkmark state is green when it's for such a short time. But we should aim for a lighter type of green, try with the color: 96d47e.
Hi @bastianilso,
I'm working on animation feedback, and I'm trying to get it work like you suggested, playing with the main texture of the mole and the color, but the only thing I manage to do right now is this :
On the other hand, i've modified the existing animation a bit, and re-scaled the checkmark/cross circles so we cannot see what is behind :
I feel that this is not much but still a little better :)
Thanks for your inline replies @lucasmnt, see my new comment and let me know when the branch is ready for final review.
aaah, thanks this makes a lot of sense. I think your judgement was very good, I agree that giving some kind of indication for expired moles is a good idea, given that players were supposed to hit them. I I didnt consider this corner case from a design perspective, which I guess have several questions:
* should we use the same feedback as when people hit moles? will this cause people to interpret it as "hits" somehow? I hope not. * is it weird if we show feedback in the mole expired case, but not in distractor expired case?
Regardless, I am fine with your current judgement of the behavioral design. But since the behavior does not read very easily from a technical perspective (just by looking at the if statement), please add an inline code comment describing that this adds the PopWrongMole animation to a Mole if it expires before players manage to hit it.
First, thank you for your feedback,
About your questions :
I added some commentaries so now getting inside the code will be easier.
Also i modified the color to this green : 96d47e :
I reverted changes of the main scene, and everything seems to work as intended. I'll see what I can do about about tabular/space changes !
@lucasmnt OK, sounds good. let me know when youre done and I will take a final look to see if we can land this.
Well, I have not much to add, so I think it is good to merge, without the main scene. I went to my IDE settings, and I think it will not add spaces by itself.
OK great Lucas. Right now it looks like the branch consists of 5 commits, so maybe you can squash them into one, make sure the MainScene is not included in there and make sure the commit is rebased on top of the master branch.
I had some troubles with rebasing the commits, but now it is done and normally it should work as usual
Closing it for the moment.
Addition of two new animations :
Modification of the diskMole prefab :
Modification of the diskMole.cs script to be able to play the new animations : not much has really changed in the code, beside some minor changes in the name of animations to play, depending on the mole state :
Here is an exemple of what PopCorrectMole.anim and PopWrongMole.anim will look like in-game :