Reaching Terminus - Dev Log
Break Week 1 (Sep 2nd - Sep 8th)
A Lot Of Audio:
The focus for this week was to add as much of the required audio to the existing part's of the game as possible. This was mainly sound effects to add impact to actions from the player and the Mech, as well as the LC puzzles.
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These audio pieces I pulled directly from the pack I got from Honey Bundle off of a classmate, or from royalty free online sources:
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Fire Sound
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Extinguisher Sound
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Coolant Lever Sound
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Button Sound
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Mech Engine Running Sound
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Mech Engine Failure Sound
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Door Slide Sound
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Crane Movement Sound
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Key Sound (pickup)
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Pull Up Monitor Sound
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Dropped Container Sound
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Geyser Burst Sound
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And these are sound's I made myself by mixing sound effects I found online and the pack, or using my own voice or Chrome's Music Lab:
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Object Consumption Sound
(Object drop sound with a splash sfx addon)
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Mech Stomping Sound
(Tripod closing mixed with closing train door)​
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Gate Sound
(Microwave mixed with metal being dropped)
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Mech Cannon Sound
(Mossenberg 500 with an added explosion)
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Acid Lake Sizzling
(Sizzling water layered over a bubbling lake)
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Empty Fuel Beeping (Custom Mix)
(Pitched down beep noise)​
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Empty Coolant Beeping
(Slightly different pitched down beep noise)​​
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Player death Sound​
(Chrome Music Lab song using synths)​
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Mech Audio Issue:
The Mech walk sounds had an issue where they continued to play if the Pilot disembarked while the Mech was moving, so I made the playerInMech bool a condition for the audio to play. This didn't work so I moved the footstep audio logic into the MechMovement script, and I tried to use similar logic for the Pilot's footsteps. This mostly worked but still wouldn't disable the noise when Pilot's disembarked.
The final fix was to turn off the audio source directly in update if the EnterMech script detected the player was no longer in the mech.
Key Change and End Game Issue:
I made a change to the DT puzzle, where now the player hold's the key they pickup in their resource monitor hand when equipped, and after use will be set inactive again. This will help players/ beless confused when the key disappears when collected.
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I also discovered a new issue that I hadn't seen, which was unfortuantley present in the build I submitted for the last assignemnt, wheer if player's try to restart their run, the lose game panel is unloactable by the endgame script, as I moved this and the options panel to a canavs under the gamemanager so the player and mech could use the same panels. So now it can't be reloacted by the endgamescript which is reset each run. I will fix this next week after I have some time off from working on the project.