Week 8

So this week I created sound effects for the game as well as reconnected with my team after being very silent in the previous week and we also met up to create a powerpoint for our presentation of the game in the lecture in week 9.

I spoke to Ethan who has been working on designs for enemies and he came back to me with this armadillo/lizard type of enemy which once again stays consistent with the art style I have set up already and so I am very happy with his work and look forward to seeing more of his work in the future.

Samueles movement has been coming along quite nicely and I brought up the glass cannon mechanics I wanted implemented and so that has also been added to his work schedule. Fiona has been tasked with enemy AI and Gerda the constantly depleting timer as the player melts.

With this project I have been striving for quality as well as uniqueness that will not be found from the other dev teams that will present on Monday and with our ideas I believe we are filling that gap in the market of this module quite well and so in our presentation that is something we need to nail home. This is something that both looks and will feel different from games you have seen before and so in the powerpoint we are gonna show our player design, our music as well the core ideas and mechanics we want to implement.

And upon its completion I can say with confidence our powerpoint does just that and I am looking forward to seeing how it is percieved by others in the module.

(You’ll have to come back next week to see the powerpoint.)

There was no lecture this week as lecturer Gavin Wade was away at a games conference, this freed up time I would otherwise be researching or trying to best transfer things I learned in the lecture to just getting down to brass tax and creating some game sound effects.

The first of these is level complete sound I recorded once again. on my Akai midi keyboard (I recorded all the sounds on this device), and I used similar sound settings to the level 2 track I created in the previous week.

The second is a cut off of the first one only using one chord and this sound will be used as an advance sound effect for the menu.

The third is a sound for getting hit similar to the kind nof sounds used in old retro games and other indie titles trying to replicate their charm such as Downwell.

And the last is a woosh sound that will be used for the players dash, not really a way to sugar coat this, it is a woosh sound.

 

 

 

 

Overall quite happy with progress and look forward to showing off our gane during Mondays lecture.

 

Tasks At Hand

  1. Present the game in front of the course on Monday.
  2. Make more sound effects.
  3. Create Tilesets for the game.
  4. Check in with my team again.

What I Learned

  1. My methods for creating music transfer quite well into making sound effects too.
  2. The field of promotion is one of the most important aspects to making a game and you could make the best game ever but with bad promotion no one will know about it.