Of course for the project we needed sound, so I spent roughly a week creating the sound for the character and environment, this included, climbing, foot steps, wood creaking, ambient wind, a bird screech and more. I thought about how sounds would change on different surface, such as footsteps on wood, as I was creating them. I then implemented all prioritized environmental sounds, any character sounds where added by our main coder.
I used a co-routine to delay when sounds would play in order to fit the visuals. I mention this here because I also made use of these when coding in various animation triggers and events throughout the level.
When making triggers for animation, I would allow a delay at certain points in order to later create the desired effect. This was useful at points where the player would pick something up and text would display at different times, or during the end level sequence, where you want two animations and the level fade out to happen at different times.
When making triggers for animation, I would allow a delay at certain points in order to later create the desired effect. This was useful at points where the player would pick something up and text would display at different times, or during the end level sequence, where you want two animations and the level fade out to happen at different times.
I also made a simple placeholder for what would happen to the gorge as it was suppose to explode and form into a puzzle, however I just had the bridge disappear and the puzzle appear a second later in its place. I also created a script to trigger all the rock stacks I had been given to implement.
Of course the triggers for the particle guide I used a co-routine for as they fade in and out, which also have a sound.
Implementing these aspects I had to think about placement and timings all in a short space of time, which made me think about design in a different way.
*The sounds for the bird flying overhead were adapted with sounds from 'mario1298' & 'thecluegeek' on www.freesound.org
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