This week (Monday-Thursday) I’ve been implementing all the sounds I have created during the past week. It was a relatively simple to add the sounds. I added them into our system source file by using a sound manager and sfml’s own method “addSoundBuffer”. For the music you do not actually load them in because it would take too long so they are streamed in, by streaming the music we can set it to looping which led me to changing a few sounds to music clips because we want the sounds to loop. For an example we have the breathing sound from the player, and this is also the sound that I have been fiddling the most.
The sound checks the player’s stamina, which is a value from 0 to 100. What I do is that I invert the value of the stamina to make it apply-able as a value for the volume of the breathing. By setting the volume to the stamina number inverted that the breathing becomes dynamic and the breathing gets heavier the more you sprint. It is a nice little touch but also decreases the chance for the sound to become repetitive.
The other main thing we’ve done this week is that we had to re-prioritize the tasks left in the project, one of our team mates has been sick for almost two weeks and that has created a downward spiral of bad things. It has led to the re-generating levels will probably be cut from the final version. (We hope to add some sort of regeneration but not the one from the start). This really sucks for the project but there is no use to get depressed about it; we have no time for sad faces.
Prior to the Beta presentation we have prepared a demo showing the player running with the huge shadow that used to be behind the main character gone. We received a lot of feedback about so we cut it but we have the intent to add a smaller shadow behind the character to give the candle a bit of affect on the player (at least visually). Another thing we have added is the big monster that is following you is now in the game, well at least a bit. Due to our member being sick we have yet to successfully implement the path finding. So the big monster always follow the player but nothing happens, the animated sprite constantly stays from a certain distance from the player. We chose to do this to show how the final product will be.
And that’s pretty much it, Beta speech tomorrow!
How it looks now + sounds!
stefansomo said:
Hi there Simon! You start off writing that you’ve implemented the sound you’ve created in the code, and that it was relatively easy to do so. Then you mentioned an example and explained why you did it that way, which is great because your readers will better understand what you did. Me personally I really liked the part when you gave an example of the “breathing sound”, which is great as you involve your game. The feature of the sound is also stated and you can easily understand what it’s for. I think it’s genius that the correlation between the volume and stamina flows so well together too, and to top this off it prevents staleness with the sound.
When a team member suddenly becomes sick for at least two weeks you have to have an eye for making smart decisions and cut what isn’t necessary, unfortunately it seems that the re-generating level took the hit, which to me seems like an important aspect of your game. It isn’t clear if this was the least necessary feature or not, but it would be nice if you could explain further how this will affect your overall gaming experience and things alike. You say “it sucks” but nothing more; would be interesting to know more! Nonetheless tasks need to get re-prioritized and you have to adapt accordingly. However you and your team seem to face it professionally; focusing on the goal and possibilities that lies within instead of complaining how hard it is (even if it might be true). Use your time wisely!
Last but not least you show a picture of your game. It gives a nice feeling and it seems you achieve the eerie atmosphere you’re looking for. Wished you could explain more about the picture though, for instance what the matchsticks are for even if it might be obvious, or the purpose of the creepy spider behind the avatar. Same goes with showing the big monster you’re talking about. Nevertheless, your beta speech was really great, and good luck with the project!