A-fish, a-fish, a-fishy FRENZY

This post will be about our frenzy powerup in the game, what it does and what I have contributed to it.

When killing enough fish the meter in the top center of the screen will indicate that the powerup is ready to use, both visually and through sound.

When the bar starts to fill up it pulsates in the same tempo as the background music, this both makes it easy to spot and also gives additional flow to the game. Inside the meter the text SPACE is written to further guide/remind the player which button he/she has to push to activate the powerup.

Full Frenzy Bar circled in red :

17236987_10155245741947334_794557946_o.png

In our play tests we saw that the testers did not realize when the frenzy bar was full, what the frenzy bar did, how to activate it. So to really make it even more easily noticeable  we wanted a frenzy bar full ping/sound indication.

This is the sound I produced to indicate that frenzy is ready :

I played an electric guitar in tune with of the background music coupled with a voice pushed through a flanger input. Before making this clip I played around with a lot of different dings and ping sounds but they just seemed to get drowned by all the other sounds so I had to make something that really stood out.

When activating frenzy the game goes into bullet time which is both a break from the intense game play for the player and also a strong state which the player can take his/her time to aim and also avoid oncoming enemies and projectiles.

Our programmer has scripted a pitch shift on the sound which tells the player that the time is slowing down.

This clip is yet to be implemented but it is the intended ”Frenzy” song :

Mainly just me growling different fish types on top of the original background song pushed through a flanger input to emulate ”bubbly fish growl” for our bubbly fish bowl.

All these things together gives a coherent Bullet Time- I’m about to kick ass, feed back galore which just feels good to activate.

About Petter Larsson

2016 Graphics