Pre and Post Formal Playtest Sound Updates


Before the playtest, I updated and added several sounds detailed below: 

Updated:

-Fire: Made it so the sound loops better and sounds more natural; there are fewer jarring peaks. 

-Electric Water: Similarly to the Fire, made it so the sound loops more naturally and is less messy. To create this sound, I had combined 5 different sound effects, but I reduced that to 3 so it was less cluttered and static. 

-Valve Turn: Previously, I felt the sound was too quiet so I turned it up. Additionally, it was shorter than the turn animation so I made it longer to accommodate this. Lastly, I felt it sounded a bit too crunchy and jarring, so similarly to the Fire sound I made it sound more smooth. 

Added:

-Fire Hit: This plays when the player touched the fire and dies. It sounds as if they are being scorched. I'm happy with how this turned out; I think it comes across exactly as it should. Getting it implemented took a bit of coding but once I figured it out I felt proud of myself. 

-Electric Water Hit: Like the Fire Hit, this plays when the player comes in contact with the electric water puddle. Also happy with this one; the ZAP is quite sharp and realistic. Luckily, implementing this into the code wasn't as difficult since I'd already done the fire effect. 

-Key Card: Plays when the player picks up the keycard. Spent a good amount of time trying to get the pitch just right so the player knows that this item is helpful. In my opinion, higher-pitched sounds have more positive connotations with them, but lower pitch ones sound more like an error. However, if the pitch is too high, the player can find it annoying, so I had to find that sweet spot. 


Post playtest, I fixed a few issues: 

-Found a bug where the Electric Water and Fire sounds could be heard when the player was in the Maintenance Room; they should only be able to hear this in the Loading Bay. I decreased their area of effect to solve this

-In the Maintenance Room, the sub pipes were still producing the steam sound even after the player had turned off all the pipes. This was due to the sound effect being placed on the pipe itself and not the particle trigger. 

-Lowered the sound of the background music so that the sound effects stand out more. 


Future goals:

-Implement the typing sound if possible. This would require some code changes that I currently don't know how to do. 

-Implement the Victory and Defeat music. I have an idea on how to do this; if I make the victory and defeat screens different scenes, I could have the music localized there. This would also add more polish, so this is my top priority. 

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