The Last Signal – Power Up Effect & Sound
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Power-Up Effect This week I have been working on sprites for a power-up effect that is going to be used for protection of the player and to damge enemies by bumping into them. I also got the time to revisit my astronaut design and correct some problems I had made. First off, this was my design for the power up effect: To the left we have the player sprite applied with the power-up effect sprite and to the left just the power-up effect sprite. We are currently in a design decision of either using the one to the left as we first intended or to remove the player sprite completely when the power-up is used and just stick with the effect sprite. This decision will be made when we can see how they both look in a fully developed level design. After the design of the effect was done I jumped on to the animation of it too see what I could come up with. And this is what I got: I am satisfied with the result even though it didn’t really come out as I had expected. It got kind of a jelly feel to it and it’s also not the smoothest animation, however with the time schedule in mind this will do for now. This is the spritesheet for the animation: There was also some complaint about the design of my last astronaut that I had to correct, these were that the limbs and joints wasn’t quickly recognized as what they was supposed to be, in this case the arms. Here is the before and after of that design: Sound As we are making a horror game sound is a crucial part of the game design, doesn’t the sound work properly you won’t get the right immersion and you won’t feel the same fear. So I was lucky to have a sound-archive with 2,200 different sounds that I’m allowed to use. However to get the exact sounds we were looking for I had to mix together different sounds and add some effects to the them. This was done in Sony Vegas which is a video editing program. It’s not the best program for sound editing but in this case it was the only program I hade available and it worked just fine for our goals. The soundtrack that took the longest time for me to make was the ambience, the ambience sound is made up of a underwater sound, the kind of sound you can hear insida a submarine and some scratching, squeaking and electronics. I choosed the submarine sound because it gives a sense of loneliness in a vast empty space which the universe is and that’s our setting for the game. |




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