Twas a packed day of stuff outside the game development so not so much completed today besides cutting up more sounds for footsteps and organizing the sounds. I got more sounds from freesounds, taking stuff that was lengthier and cutting out individual bits so I could mix them up for varied audio. For now IContinueContinue reading “A moment of Silence”
Author Archives: goldengratus
Designing audio
The world of sound design is so wonderful and flexible. I finished the lesson and I have a whole new appreciation for those who work with the audio of video games. Well this whole game development journey has given me a look behind the curtain, a rather basic one so far, but my love forContinueContinue reading “Designing audio”
The incredible world of sound
The lesson I started today was about dynamic audio. Setting up sounds that matches certain events, sequences, animations, and more. I didn’t finish the course because I wanna leave the last parts for next week since I had a long day and I already updated a lot in the game based on what I learned.ContinueContinue reading “The incredible world of sound”
Sounds and more
The sound design course I took was superb. I learned all about layer different sounds together, a quick overview into what is good and bad practice. I even got a lesson in organizing the variables in my blueprints which was very useful because my player character is full of variables I took the time toContinueContinue reading “Sounds and more”
Marching to music
I got some place holders for the music from an online source that has a ton of cool tracks. Most if not all of them are from some guy called Kevin Macleod. So thank you Mr. Macleod. I started the day going back to Beepbox trying to make my own music that I would like.ContinueContinue reading “Marching to music”
More sounds more problems
Well not that many problems, but now that I am adding sounds, it shows how much things actually lacked sound. So I added better jumping sounds, landing, dashing. I added sound to the boss for his footsteps, attack, and firewave too. I tried looking for free music, but couldn’t find any that felt right yet.ContinueContinue reading “More sounds more problems”
Whip cracks and footsteps
I already knew why games need sound designers. It’s an extremely important part of the game, and another complex rabbit hole. At this point I have been going down many rabbit holes to create the foundation of the game, and I know I’m not very deep into many of them. As expected there aren’t aContinueContinue reading “Whip cracks and footsteps”
Two days gone, none a day wasted
Power was out most of the day yesterday because of a typhoon. I got up today with a flaming rage to work. Which is apt, because I added flame projectiles today. I dug through the crash logs, it wasn’t very deep and I noticed the TargetSystem pop up at least twice. I removed it fromContinueContinue reading “Two days gone, none a day wasted”
Forced Conceptual Break
The morning took a turn when I tried to start the project and I was met with a crash and an error message. Unfortunately I could not get the project to run again, I sent the error message log to Unreal and hopefully they can help me sort it out. It’s not a great feelingContinueContinue reading “Forced Conceptual Break”
Lock on, lock off
I couldn’t stop thinking about using the whip when locked onto the enemy. It wasn’t fun having to adjust the crosshair just to hit the boss. Instead I used the awesome target system to switch back and forth between two different aim modes for the whip. Now when locked on the whip automatically hits theContinueContinue reading “Lock on, lock off”