Post news Report RSS Son of Nor Dev Diary #18 - Character and Sound

We implemented the new main character model! And we're visiting the topic of sound in this week's dev diary.

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This week we're visiting a topic we haven't visited in a while. Sound. Sound is incredibly important for a great atmosphere. Even a slight wind breeze adds a feeling of space and location. So let's see what I've been able to implement in the past week. Also, we reached a milestone with our character. It's implemented and it works with Mecanim, Unity 4's new animation system. Even though the standard animations that come with Mecanim are not suited for our needs but, see for yourself...

  • Developed sounds for a falling drawbridge, wooden objects collide with other objects, counterweight chain mechanism, arrow trap training mechanism, arrow flyby, walk into plant rustles. More sounds were created but are not properly implemented in the game yet.
  • For certain sounds to start playing we implemented a special collider that triggers sound events as soon as a collision with a specific other object is detected.
  • Rigged and skinned the main character and connected it to the Mecanim animation system.
  • Imported the main character into the game. Colors and textures are missing and a part of the clothes, too, though.
  • Implemented help system for the tutorial.

The first week has now passed in which several of our members work full-time on this project. Predictably this led to certain tensions regarding roles and competencies. This is such an important aspect of any team that this cannot be overemphasized. Pro tip: It's mega-important to talk about tensions as soon as possible, before they get insurmountable. And about role definitions and competencies.


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YAAWN
YAAWN - - 11 comments

Looking good. Keep up the good work!

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blackhomestudio
blackhomestudio - - 4 comments

good job

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ChrisPolus Author
ChrisPolus - - 88 comments

thanks guys!

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KoleAudioSolutions
KoleAudioSolutions - - 65 comments

Well Done! The bridge sound has a nice amount of wood "stress" & a heavy thud (in the sand) for the impact. I like how the intensity of the arrow trap increases as you get closer as well.

For your sound system, do you have lots of little impact/collision sound files randomized when they interact with the environment or player? Also, are there any plans to use those colliders for specific music cues?

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ChrisPolus Author
ChrisPolus - - 88 comments

I keep the level of different sound files limited. I usually use 2-4 different sound variations and that get picked randomly. I do the rest with volume and pitch randomization so even the same sound always sounds a little different. Louder, softer, higher in pitch or lower. That is usually enough.

Currently it's still too early to grasp the mood and ambiance of the game. So we're still holding off with music a bit. I can totally imagine colliders being used to trigger music cues. I also think it will be event driven so if a fight starts music should change.

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Cinders
Cinders - - 28 comments

Keep up the good work.

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