Tags

, , , ,

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!

Bild

How it looks now + sounds!