CoC Development Diary #3
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Hello there. Welcome to another CoC dev blog. After a couple weeks of doodling around we finally have a somewhat playable game. My main focus for this week? Sound, Sound, Sound. Plus a little bit of scripting for the boss behavior. So before this week we had exact three sound effects and, although they all work as intended, I still feel that they are a bit lackluster. The first sound I implemented last week was the sound for player’s projectiles. It kinda sounds like a quick, swift sweeping sound from a stick. It is rather short but if someone ever spams shots, the sound will start to overlap. As a result I had to increase the firing CD a little bit. As for the sound itself I think for now it can make the players feel like they are launching or throwing something but the sound also indicates that they are throwing something hard instead of soft. Considering the player projectiles in our game are liquid-ish, I think I will edit the sound a little bit if I have time next week. The new sound effects I will be implementing this week are for enemy projectiles, enemy being hit and boss dash/charge sound. For enemy projectiles, I want something that is very different from player projectiles so they don’t mess with each other. But I also want something is quick and swift too. Then I found a shooting arrow sound which works alright. Since the enemy projectiles move much faster then the player projectiles, this sound make more sense. I am really not sure what kind of sound I should be looking for when it comes to dashing. I mean, the boss is a spider/scorpion hybrid and it has a lot of legs. The surface it will be dashing is made of crystal/glass, but I tried scratching glass sound and it didn’t make much sense and it sounded horrible. In the end I settled with a sound of a golf ball bouncing. It doesn’t explain the situation very well but it does communicate the feel of aim and charge. That’s all for today. Thanks for reading! |