Our fish game is taking shape – aaaaaand some sound

If I can say it myself I’m really happy with the progress my team have made in this project. As we are now pretty much staring down at a finished product. With finished product I mean something functioning that we probably could ship in this state. HOWEVER, the saying goes: the devil is in the details.

I’ve been working in the same areas as last week, particle animations, sound and level design. Since I learnt about particle animations last week I could easily dash out the additional ones we needed this week. For sound I’ve been complementing and trying to fill in all the different aspects of the game, not just the major ones like the guns. At last my definitely hardest task. Creating more game-play. Creating levels is interesting, but really really unrewarding. If you have great level design no one notices it. If you have bad level design everybody notices it.

Looking back at the pre-alpha play testing we received a lot of feedback regarding the lack of feedback in our game. After our latest play test the other day we got some fresh feedback. And people loved our new feedback system! It received a lot of compliments. This made me really happy and if you want to read more about the specific feedback we added you can read about that in my previous blog-post.

Now I want to talk a bit about my decisions on sound. stephen-gangsta

http://vocaroo.com/i/s1H4vzqrebaf – losing the game

http://vocaroo.com/i/s1YuHKc0dIsJ – Gameplay soundtrack

http://vocaroo.com/i/s1tVllm3Nmff – Main menu

http://vocaroo.com/i/s101uwnXoHov – Recieving extra life

I’m trying to mix old 8-bit style with more modern music. I find this combination interesting and playful. The idea of the mixed sounds comes from our art-style. Our art-style contains highly realistic guns, more cartoony backgrounds and really cartoony characters. I’ve feel that this approach is a bit of a “disaster or genius” way of creating a game. I know that we shouldn’t strive for originality. And I don’t even know if its original. All I feel is that it works great for our game, and it has kept motivation up for our team members. Spending 20 hours a week doing the same thing isn’t a winner for everyone.

If you listened to the game-play soundtrack you probably noticed that it was a happy tune. I’m trying to contrast the action-ful gun based game-play with happy music to make it less one dimensional. My goal of this is to make the player get a mix of feelings. A concern this brings up is that happy music with guns could encourage bad real life behavior. This is however a long discussion that we’re not bringing up today. What I want to point out is that our target audience is considered regarding this. We are targeting 14-25 year old players.

With that I’m going to end this blog-post. Next week I’m looking into getting some game-play recorded so that you as the reader can see the bigger scope of the game.

 

August Wiskås Ek

Bunnyip

Lead Design

 

 

 

 

 

 

About August Wiskås EK

2016 Game Design