Making a game feel alive
- Steven Lee
- Apr 16, 2021
- 1 min read
This week, I continued working on implementing and attaining sound effects and music for the game. As more mechanics and systems get implemented into the game, I will be scouring for these resources and implementing them with delicate care into our game. During this build phase, I acquired sounds for the environment and enemies specifically, making the world feel more alive.
Some big highlights for this go around is the players updated sound effects to not only the weapon, but their jump, and when they deal damage to enemies. Which when enemies are slain, they let out their last breath as they fall on the white floors of Limbo.
The environment also got some love. Limbo's erratic chasms have a channeling aura about them that draws the player in through audio cues.
Next up is implementing the sounds I have accumulated to intractable in the world, ranging from the boss spawn doors, and the swords that are dropped from the demon's innards. Once those are integrated, I will be moving towards the boss, using specific sounds to let the player know when they are going to use special abilities to increase feedback to make the game enjoyable and readable.
No visual representation for this blog post, as I am working in sound, but thank you for joining us on our journey of creating Lucifer's Hordes!
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