Game Development Blog 4.

So. Week 2 of Beta. Didn’t think we’d still be a team by now. We had a lot of bumps along the road, and some dangerous obstacles still in it. That said, we’re still progressing steadily as a group and having fun with what we’re doing.

This week I have been working with a lot of smaller things. I’ve done some audio editing with the sound we recorded with David Crosson as our voice for Otto. All of the sounds were stereo tuned and played only from the right speaker or earbud, which is something that needed adressing.  In order to fix this I used Audacity, a program used for editing audio in all its forms. It’s a freeware and very basic, which meant I didn’t have to learn the whole program in order to do this. Though I suspect I will have to revisit these sounds in order to edit the sound-levels so they match the other sounds we are adding into the game. I also looked at what sounds we are gonna use for our powerups, as the placeholder we’d been using thus far have been the same noise as when you pick up a small object without an additional effect applied to it.

Apart from editing sounds, I’ve been thinking of how to incorporate our secret level into the game logically. We have some brilliant ideas, but due to technical limitations in how we edit maps and levels, we are having some problems in how to do it properly.

IskandersSword

As for an artifact I created this week, I chose to work on a sword that works as a powerup and pickup in the game. It remains to be seen if this particular artifacts makes it into the game as a powerup, though if nothing else, we could add it in as nothing more than a valuable pickup.  The idea is that the sword I created puts all the items in your immediate vicinity in your inventory, effectively cutting short the time it would take to collect them.  This, I feel would be a very cool and interesting powerup / game-mechanic, but at the end of the day it’s up to our coders to make it happen. The artifact itself is done, all that needs to be done with it now is to run it by Marcus, our lead art, and that should be it to put it in the spritesheet and have it finished for beta and Final.

That’s it for this week.

1 thought on “Game Development Blog 4.

  1. Linus Börjesson

    You have written a very interesting blog post. You keep it very simple and didn’t go much into detail when you made this post. Now don’t get me wrong. For a blog post, it is very good to keep it simple so that you don’t bore your readers to death by a load of information. It may be the fact that I have a background of the importance of informative writing when I need and want details whenever I read something that someone made. Now that does not say that every reader will need detailed explanations to enjoy reading the post.

    You have kept it short and managed to include the necessities to the post. You have briefly explained what you have done, a brief explanation on how you did it during the sounds part of the text (not so much in the sword designing), and why you did these things. So I believe that it is up to the writer to decide if a brief explanation or a detailed explanation on “how, what and why” to include in the blog post.
    Did I learn something from this? Was this valuable to me? Well, since I have almost to none experience in designing sound, then I can say that I gained something from reading that part. Although to really gain something valuable and learn something from your work, then a bit more focus might have to be added to how you did all this, in more detail. So if you want you r readers to gain something from this, then I suggest you improve it in more detailed explanation in how the work was done.
    Keep up the good work, peace!

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