A term that stands in for a variety of game-feel words. Pretty much means some game's feedback mechanisms (shaders, screenshake, sounds, everything) are chunky, crunchy, gnasty with a g, etc.
There's a talk somewhere with a break-out game and two devs ratcheting up the juice to show how the impact....
street fighter punches
zelda big hits
called sleep in game maker
probably a sceneTree.pause in godot
super crate box
move player back when you shoot
moving left/right while shooting doesn't change the direction you're facing
release shoot to turn
first frame of bullet animation - just a circle
on enemy, on wall
every bullet hits SOMETHING
movie shoot outs in bars
line or particles or dust or clones
something permanent and earned, changed by player actions
leave the bodies
sense of previous combat
splitting the rgb channels
dust/particles get pushed around
hotline miami
Most of these are contained in my Best Game Talks youtube playlist:
The classic talk on the subject.
Jan Willem (JW) Nijman - half of Vlambeer
References:
cactus (jonatan soderstrom, game dev)
( hotline miami dev)
quality: hand-held content: great!
like making a baby!
game dev: beginning, like conception (sex!)
creativity:
recs: sfxr
fun game examples at the end
idea: finding different endings! like: the stanley parable
Squirrel Eiserloh, SMU Guildhall
EXCELLENT talk on juicy camera work.
references:
points of focus vs points of interest
pof should probably stay in view
poi are hinted at: proximity * importance
Squirrel Eiserloh, SMU Guildhall
easing functions on steroids
from comment: 'tunable normalized sigmoid function' It can represent most of these shapes with just a change in a constant?
most important number ranges: [0, 1], [-1, 1]
perception of alpha is non-linear
easing functions
filter functions
lerping functions
tweening functions
ease-in - name is bad, it refers to 'fast at the end'
better name: smooth start
smoothstop (ease-out without sqrt)
flip - square - flip (1 - x, x^2, 1 - res)
library functions:
mixing/weighting/blending
smoothstart2.2 = mix(smoothstart2, smoothstart3, 0.2)
(80/20 weight)
weight as the time
smoothstep = mix(smoothStart, smoothStop, t) # t is time during easing
scale = t * f(t)
reverseScale = (1-t) * f(t)
arch = scale(flip(t)) = t * (1-t)
smoothStartArch3 = scale(arch2, t) = x^2 * (1-x)
smoothStopArch3 = reverseScale(arch2, t) = x * (1-x)^2
Good examples of game feel!
nicolae berbece, xelubest, xelu_best
Move Or Die - game
game feel, input feedback
pitch-bend adds variation to sounds
pretty awesome, excellent video, and not too long
worth implementing yourself
Creating some classics and juicing them up - fun way to learn what makes games fun.
And, a nice creative box to trap yourself in.
A quality of a game that encompasses ease of control and player motivation.
See also:
Don't put it off, do it early and often!
The polish and the art steer the game's direction - without it, you don't know where you're going, what's fun, what interaction/feedback to build the game around.
Camera feel and camera control is a big part of game feel.
Most old games are completely made (or broken) by this.
While some newer games have _excellent_ camera control:
See also:
An idea to make a chess game that is just JUICY AF.
Probably will integrate into lichess for the actual gameplay.
A Juice in Games (juicy) technique. The whole screen is jostled, implying some kind of earthquake or other powerful impact occurring in the game.
Inspired by NaNoWriMo's "magna carta"s, this is a list of things in games that I've liked.
They are here as inspiration, motivation, and as a tribute. I hope to borrow/steal/remix/create with this, to give my own games a bit of the joy these brought me.
These should help step towards the principles I care about in games. What themes are threaded through all these?
See also:
What boxes to check to get the look and feel to celeste-level?
How do games like Celeste / Towerfall and Hollow Knight achieve such a full look and feel? Here I hope to create a list of todos capturing every element necessary. First go Zero to One, then start improving the existing elements.
Feels related: Juice in Games (juicy)
See also: JUICY!
Great lightning talk in a GDC design link (TODO: find that and link it here)
Basically said people put off the polish to the end, but it's so critical to the game that you need it earlier.
Polish can and should steer the design! Don't wait for it, do it now!
It should be part of the engineering effort. It's not just some detail.
So, we change the name to pizzazz and try to fix it's reputation.
A Dino game.
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A run-n-gun focused on adding as many juicy effects as possible.
Playable at: gunner on itch.io
Pretty raw for now.
Game Dev/Design Education
Playlist on youtube:
https://www.youtube.com/playlist?list=PL2gEO25pE6dqsPxgajrZSuqutgzZSjnk5
See also:
Trying to get a handle on larger game dev topics as I encounter and tackle them.
Some videos for game jam prep or if you're seeking some game dev motivation/inspiration
Juice in Games (juicy) camera talk from Squirrel Eiserloh (SMU Guildhall) covers this really nicely.
A Dino addon.
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Dino's camera code grew especially while working on tower jet (dino game).
See also: