My Contribution
For this project I was a sound designer using programming to ensure the progression of the game and to find new ways in which to play my audio
What I gained through the process of working on the game
- Gained experience working with FMOD
- Gained the experience of working on a game in a group
- Tested and refined systems through iteration
- Gained experience fixing bugs on a long term game
- Gained experience playtesting
- Participated in First Thursday a planned event held by the school where we had an estimated 25 to 35 people play tested the game
Audio
- Designed and play tested sound effects
- Went through a trial and error process to hone in on the silly and spooky feel of the game
- Made five variations of each sound effect idea the group had
- Constantly playtesting and revising until the right feeling came across
- Designed and play tested background music
- Took time getting used to making junk (jazz funk) music
- Created a sound direction doc to help me get in the right head space to make junk music
- Researched jazz funk to understand what defined it and what i was drawn to in it
Programming
- Made a jukebox
- Wrote a design brief for my idea (originally was a radio)
- Presented the idea to my group
- Researched and implemented a prototype of my idea
- Translated the normal code and default unity audio elements to work with FMOD
- Gained experience working with FMOD code
- Spent time researching FMOD code and the game elements that come with FMOD to be able to make games with it
- Setup scoring system (sauce bottle) and collectables (fear sauce)
- Quickly implemented for First Thursday playtesting to give player purpose and juice
- Proved to be more complex than anticipated (constant bug fixing)
- Programmed the collectables to spawn when victims were scared in a set sphere around the victim at a random point