Watched a quick tutorial on setting up a system so that the sounds are separated into proper categories that you can change the values of individually. This is exactly what I was looking for and it worked marvelously. The tedious part was that I had to go through all the sounds I had in the game and made sure they were in the right category, either music, sfx, or voice. I wanted to add voice because I’m hopefully going to have more voice lines in the game.
After going through the chore of making sure each sound was in the right category I created the sliders and menu where the volumes can easily be adjusted. I realized I couldn’t do it the same way as I did the brightness since it doesn’t have an object to grab from. But it is better that the function I create to load the settings is directly grabbed from the function itself. So using that logic I updated the brightness settings as well because it was not a good setup.
For the volume I had to make sure it adjusted the individual categories properly and the values of the sliders would save along with the settings, so that if and when the menu is opened again it properly reflects the current values of the volumes.
With the sound settings sorted and tested. I went and finally added music and ambience to the clock cottage level. There is still boss music missing, but good music is hard to find. For now it has nice flute tunes and nature sounds.
I started digging through the sounds I had downloaded and I finally checked how many there were. It’s around 3500 sounds. So I started the task of listening to each one. It is difficult to find specific ones when I don’t have anything I am looking for. What I was doing was going through and sorting the ones I felt would be useful later, and if I found something I wanted to use immediately I added it to the game. Some sounds I found replaced the current ones I had in game. It’s a lot of sounds. Replaced the rain sound in the first level, and replaced the shout of the golem. I was able to sort through at least 900. I will continue listening through them tomorrow.
Made tiny changes next. Changed the way the door moved in the first stage, it slid down which was a weird movement for it to do, so now it slides to the left, still not too natural looking but better than going into the floor. Improved one of the attacks of the golem so it tries to kill the player more eagerly. Adjusted the size of the decals because some weren’t fitting right and were being cut off at the right edge. Made sure that the settings of the options were saved once the menu was closed.
Once I sort through all the sounds I will start on adding the mechanic to switch and use other powers.


















