Showing posts with label sound effects. Show all posts
Showing posts with label sound effects. Show all posts

Monday, March 7, 2016

Tj Heiney, Week 9 Journal PPJ, Blog post 9, GMAP 378

This week was a lot of clean up. Refueled still needed some tweaking in the form of balance. To further balance the game, I shrunk the play space. This meshed well with the slow speed of the Alien ship. Ryan and I fixed the sound so it would loop when you were draining fuel.

Hours: 1 hour



Shooting Gallery had to have the alien cut out replaced with the 3d model. I finally got instructions in for both games.

Hours: 1 hour



Total Content Hours: 2 hrs

Post Mortem:

The project went well enough but there were many issues with project management. We never really had a firm leader and thus no one ever really knew what was going on. I ended up asking Ryan Crim what to do most weeks. The work load was really unbalanced as well so there were some weeks where things didn't get done or done on time. Time was a big issue as well since most art wasn't done in time to be implemented for the work. Usually the programmers would do the work over the weekend and art wasn't done until Tuesday. It was hard to find the art as well. 

Tuesday, March 1, 2016

Tj Heiney, Week 8 Journal PPJ, Blog post 8, GMAP 378

This week I had the simplest tasks for the project that I have had all term. I was very grateful for this as re-learning unity has been a point of contention for me this term causing me stress. We needed to get the games up to BETA level. Refueled has gotten much better over the weeks. It was hard to nail the original concept.
I needed to add a new model and texture it for the game this week. I also put sound into the hose so that a sucking sound was made on alignment. I finally fixed the way draining works on the hose. It is now iterative so it counts down while you are colliding. I need to add the following code.
   void FixedUpdate()
   {
       if(colDet && humanFuel < 100)
       {
           humanFuel += amountDrain;
           alienFuel -= amountDrain;
       }
   }
    void OnTriggerEnter(Collider mCollision)
    {
        audioSource.PlayOneShot(refuelsound);
        if (mCollision.gameObject.tag == "Refueled_FuelLine2")
        {
            colDet = true;
        }
    }

    void OnTriggerExit(Collider mCollision)
    {
            colDet = false;
    }
The changes for Refueled:
3 hours

Shooting gallery only needed sound to be added.

The changes for Shooting Gallery:
1/2 hour

Total Content Hours: 4

Postmortem, Divinity Original Sin, Swen Vincke:
 This postmortem was really interesting. It was interesting because it tried to teach a lesson opposite of what most software companies teach. Although this postmortem was about Divinity: Original Sin, most of the talk focused on the entire company and the brand of Divinity. The talk focused on the larger aspects than just the game itself but the company. Divinity Original Sin is the latest game in the Divinity series.
The quality of games in the series had been swiftly declining. The talk started out with the lessons that they learned prior to Divinity. The most important lesson is a simple one, broken games don't sell well. So why did they put together a broken game? The list of issues was distilled into: A reliance on middleware, too many iterations, fragmented focuses, team issues, no control from publishers, no day 1 money, a lose of identity due to publisher involvement, and insufficient financing.  Divinity Original Sin was born out of the need for a reboot. The series had taken too many poor turns under publisher control.
The team set out to correct the franchise and put it back on track. They decided that they needed to be independent of publishers to allow them to work with freedom. When they went independent they established pillars to guide development. These pillars were: take control of the project and stick to the vision, make your own tech which enables you to control what your game is built on, self publish to set release date, and establish a strong identity. All of these are important lessons but Mr. Vincke stressed that Iteration is very important. Iteration is the most dangerous thing in software in my opinion. If you iterate too much you will never get a finished game. His take was that iterations allow for multiple visions and you can settle on what works the best.
The talk also focused on marketing your game. It is very important to create your brand so that people see your work. I think this has been the biggest challenge of this term since it was hard to test AlienArcade. 

Ryan Crim, Week 8 Journal PPJ, Blog post 8, GMAP 378


Content with Hours (Examples included):

Getting closer to the end of this project, my main focus this week was to clean up different aspects of the game structure and my individual games, as well as implement a new one if I got the chance.

To begin the week, I tried to make the game more uniform by adding the pink bar of pre-game instructions I had in my mini/micro-games into each of the others as shown in Figure 1. This required modifying the timer and stateholder scripts to consider when a game actually “starts” (instruction bar disappears) as well as updating the scripts for each game to consider this new logic. Furthermore, there was the issue of the low amount of points the game awarded from playtesting, so I centralized and increased the point values and updated all the game scripts to use these variables so that the point values can be easily modified. Lastly, in terms of structure, I noticed that when I updated the transition screen to compare the scores from the last game to decide what music should play (as part of my score changes from the last build), I accidentally had the updating of previous scores in an if-block so it did not update every time as it should and does now. (2.50 hrs)

Figure 1. Screenshot of pre-game instruction bar in existing Runnerz game

Moving on, I made a few additions and updates to my each of my existing games listed below...
  • Abducktion (0.25 hr) 
    • Added sound effects for X-ray and cup swap (whoosh) 
  • Draw at Noon (2.00 hrs) 
    • Created an animation controller and added/modified scripts to handle animating the alien as shown in Figure 2 
    • Modified motion of human knockback to coincide with the alien’s as well as to keep the camera on the animating alien 
    • Fixed issue where alien would shoot itself after Ricardo shortened the transitions 
  • G-Switch (0.25 hr) 
    • Slowed spinner speed to make it easier for aliens to affect the game 
    • Added sound effect for jump to make it easier for Human 2 to know when to switch gravity 
  • Dance Off (0.50 hr) 
    • Modified motions of player object and added slight motions to camera to try to get more consistent motion and feedback

Figure 2. Animating alien model in Draw at Noon

After modifying my existing games, I had a bit of time to create a game based off of the Whac-A-Mole arcade machine (cleverly called Whack-An-Alien) as shown in Figure 3. Just like the real machine, moles (or aliens in this case) randomly pop up out of the nine holes. The humans need to position the hammer over the corresponding hole (by holding in the correct direction(s)) and slam it down on the alien in order to get points (see the screenshot for controls). After a short time of not being hit by the hammer, though, the alien will retract into its hole and the aliens will be awarded points. Aliens continue to pop up randomly until time runs out. The work for this game consisted of building the scene up with all of the assets (including modelling a simple Whac-A-Mole-esque machine in Maya), writing the two scripts to handle the moles and the hammer, and retrieving the background music for it (http://www.playonloop.com/2016-music-loops/dolphin-ride/). (3.50 hrs)

Figure 3. Screenshot from Whack-An-Alien micro-game

Lastly, since we are nearing the end of the project, we were required to watch a post-mortem presentation from the GDCVault in order to familiarize ourselves with the mindset we should have in thinking about how the project went well and how it could have gone better. After watching parts of a few different presentations, I finally settled on watching Chris Harvey’s “Learning From Our Mistakes: A Post-Mortem of Guacamelee!” all the while taking notes. Below you can find my summary of these notes. (1.75 hrs)

As a co-founder of DrinkBox Studios, Chris had a prime viewpoint to see how the process of creating their first game, About a Blob, compared to their process for creating their much more successful third game, Guacamelee, and thereby outlined what changed to bring this success. Within this presentation, Chris split the process into three main stages: Concepting, Development and Marketing.

In the Concepting stage, there were a few different aspects that needed to be considered, including choosing a concept, defining the game and finding the fun. In terms of choosing a concept, they changed up their process by having members of the studio in all different departments meet and create single page pitch sheets outlining a game idea complete with genre, platform, target audience, story and mechanics. Therefore, they could select the game idea that the consensus enjoyed and refine the selected idea with pieces from other pitches to make it even better. Moving on to defining the game, DrinkBox refused to enter production until they understood and nailed down the basics of the game and had as few loose ends as possible. That way the team could stay focused and synchronized meaning that time would not be wasted later on second guessing decisions. Lastly, in terms of Concepting, Chris mentioned that in order to find the fun while keeping consistency, the fundamentals of the game should be conservative and individual elements should instead be riffed on. There is no need to reinvent the wheel for every aspect of your game, and it is better to have existing similar games to see what works and what does not, since that could end up wasting a lot of valuable time in the process.
In the Development stage, there were also multiple aspects that needed to be considered, including pre-production, deadlines, personality and charm, toolset and target platform. Starting with pre-production, Chris mentioned the importance of having a small, dedicated team (from different disciplines) with clear goals and roles to get the process rolling and keep it focused. He also stressed that the leads of the project should not be working externally or this focus could easily be thrown off resulting in rebooting and second guessing. Lastly, he mentioned the importance of keeping constant discussion and to work on small pieces at a time instead of trying to create the whole game at once. This led directly into the idea of setting incremental deadlines with small and obtainable goals. On this front, Chris also noted the effectiveness at making the deadlines external to publishers/the public, since it would put pressure on the team to actually get it done, allow the team to see what each person is capable of and to identify what in the project is not as important as originally thought. Despite having deadlines, though, the DrinkBox team found the importance of switching to the mindset of saying “yes” to more of the team’s ideas so their personality could define it. Therefore, they would have team meetings to see in-progress work from all departments and accept feedback/suggestions as well as encouraged experimenting, which created a more positive atmosphere and revealed unexpected talents from individuals on the team. In addition to being more open and creative, the team realized the importance of making the development faster, easier and more efficient in any way they could. Therefore, when they found a deficiency or an iteration process to be slow, they made modifications to the process to improve the situation, such as creating a programmer-driven, artist tunable system to create visual effects instead of relying as heavily on the artists. Lastly, in terms of determining the target platform and the release process, Chris said they had basically no change in the result (still self-published), but they did change their attitude to question presumptions and to put proper thought into it before making a decision.

Moving onto the last part of the process, Marketing, Chris laid out the importance of making the game as visible as possible through the game reveal, public relations and the launch. Starting with the game reveal, DrinkBox was initially scared to show About a Blob early due to changes possibly confusing people and the belief that showing a game not polished enough would ruin the reputation of their game, however, this resulted in a lack of anticipation for the game. For Guacamelee, though, they took the opposite approach and announced the game just out of pre-production with an announcement trailer that was not perfect, but it still built excitement. Furthermore, they showed the game off as early and often as possible anywhere they could. This lead to them to continuously work with a PR firm to help with the marketing side. Chris mentioned that there was not much media coverage for About a Blob since they were trying to do it themselves and put it off until the end. Considering marketing is a huge part of selling a game, it makes much more sense to hire people who know what they are doing, instead of trying to figure out it out yourself and wasting time that could be spent on the game. Lastly, Chris discussed the importance of planning and taking the launch extremely seriously, including a press tour, reviews and store placement/timing.

Overall, Chris started out the presentation sounding a little nervous, but I think he definitely warmed up throughout it. The information provided and the idea to compare the process of creating a successful game to one that was not so successful really helped drive home the points he wanted to make. This presentation definitely brought a different set of ideas that I never really considered and I plan on putting more thought into the process next time I work on a game.

Content Positive:
- Implemented a bit more uniformity with pre-game instructions and centralizing point values
- Added to and fixed up various parts of my four existing games (including alien animations in Draw at Noon)
- Created Whack-An-Alien micro-game
- Watched a very interesting and helpful post-mortem presentation

Content Negative:
- N/A

Total Hours for the week: 10.75 hrs

Wednesday, February 17, 2016

Cory Zicolella, Week 6 PPJ, Blog Post 6

Gathering Sound Effects/Licensing Info - 6.5 hrs
Editing Sound Effects/Normalizing extensions - 1.45 hrs

This week was pretty time consuming and busy, but relatively straight forward.  As far as content went, I used freesound.com soundbytes to find all the audio that we currently need for our games, with the exception of background music.  This took a long time because I was screening hundreds of sounds, and wound up with around 60 effects in the end for 15 games.

After having a discussion with another professor, I decided to make all the audio files in .ogg format because it is slightly compressed (which is good when we need so many sounds) and also no royalties are owed to any company if this format it used.  For background music, I plan to use .wav format.

I made sure to include a readme .txt file along with all the sound effects that document all of the licensing information, so we can credit people appropriately and document it all in the GDD.


Again, this week was pretty straightforward so there isn't much else to say.

Content Positive:
- All of the Sound Effects for the currently created games should now exist on Perforce and are edited, ready to be added to Alien Arcade
- I documented each sound's individual license info for ease

Content Negative:
- Took a looooooong time

Total Time Spent: 8.15 Hours

Tuesday, February 16, 2016

David Monteleone, Week 6 Journal PPJ, Blog post 6, GMAP 378

Content with Hours (Examples included):
                This week was rather busy. First, I was tasked with making sure each game is now using Angela’s new UI. This was a tag team effort between Ryan and me. I placed the correct prefabs into each game and stripped out the old UI. The UI included the use of a timer. This timer shows an alien ship abducting a human. In order for each game to use this I had to going into the code for the timers in the games and strip out old code related to the old timer used. This process was quite tedious and difficult for some games. Space Aim had 4 timers in different places, thus I had to remove 3 of them and rework 1 of them! The only games I didn’t need to touch much were Abducktion, G-Switch, and Draw at Noon as Ryan did those himself. Next, I went through and added the updated model and texture for the water gun into Water Gun. Then I added in a sound effect to Water Gun so that players have a feedback for when they hit the target. Ryan made a simple to use script that displays the score earned and makes a sound. I added this to Press and Water Gun so that there is visual and audible feedback for scoring in those games.
 (3.25 hrs)

                My next task after doing the previous ones was to work on the Quiz game grey box. For the game idea I went ahead and played off of the crazy alien world we had already made. The game presents yes or no questions to the humans. Answering the question right gives them points, but answering incorrectly shakes the motion base. I made a pool of questions along with answers and randomly select one question each time the game is played. The ‘A’ button is for ‘yes’ and the ‘B’ button is for ‘no’. I was able to get a working grey box with score and timing, but there is no sound in it yet (apart from the background sound). An image of the game can be seen below:

(3 hrs)

Content Positive (Duplicate hours from above):
-          The new UI along with game code that can interact with the timer has been added. Sound effects were also added to Press and Water Gun.  (3.25 hrs)
-          The Quiz Game grey box has been made. (3 hrs)

Content Negative
-          Bad timer code from last term haunted me this week.

Total Hours for the week: 6.25 hrs



Wednesday, November 18, 2015

Cory Zicolella, Week 9 PPJ, Blog Post 6

Creating Alien Arcade Teaser Trailer - 6.5 hrs
Getting soundbytes - 1 hrs
Playtest Survey Update - 1 hrs

This week I had the privilege to make the trailer for our game.  It is only the v1 of the trailer and includes footage from an earlier build of the game, so when I update it to make changes I will definitely include the art from the more current build.

The main amount of time was put towards making the trailer the best it could be.  I wanted to go to the Music Industry labs to use the proper microphones there with pop filters and what not, but the labs were taken up with classes so I couldn't do that.  This means that I also couldn't edit any audio with Pro Tools but rather had to use what I had locally at my disposal, which was Audacity and a Razer headset.  So the voiceover isn't amazing, but it will certainly do for a draft concept.

An hour of the editing was actually going on location to film the motion base and attempt to capture the CCTV there.  Even though not much of the footage was used, I'm glad I took enough of it because much of the shots of the motion base were too shaky or had something wrong with it (someone in the shot, finger on the side of the camera, etc.).

For the most part though, the meat of the time was used to stitch together various clips after I sifted through them.  Then I had to watch it numerous times and reedit it for continuity and style, then once again had to keep re-editing for adjusting sound levels.

https://www.youtube.com/watch?v=Ieix62MVyeo

Another part of my task this week was to retrieve various sounds we intend to use for our game.  It is still unclear whether or not we will be able to hear them in our game, as the speaker system inside the ride currently needs maintenance; but I did find a multitude of things we need.  I don't know necessarily if I found everything we'll need, but I think I got it mostly covered.

The Survey update took awhile because I was adding questions and fixing some problems we ran into, but nothing really notable here.

Content Positive
- Finished the teaser, and it came out great! (6.5 hrs)
- Got required Soundbytes (1 hrs)
- Survey Update (1 hrs)

Content Negative
-Underestimated how much time the teaser would take

Total Time Spent - 8.5 hrs