Devlogs
The Final Push - Voice Acting, Programming, and Playtesting!
The last devlog before publishing! I hope haha!
- Last week we finished up with sprites, which evidently took me much longer than I expected. Now we're moving on to sound, voice work and programming.
- Ambience tracks and sound effects were the easiest of course, thankfully there's a smattering of available resources for that.
- Music took a few hours, and I ended up with about 6-7 songs!
- Next was voice acting. There are technically 10 voice opportunities in the game. The 3 aberrant, the 3 children, a whisper voice, a news reporter voice, a voice for some end game content, and then the voice of the main characters dad. I was going to voice all the characters, before I realized that with my current access to modern technology that was either free or cheap, I did not have a viable way of actually sounding even remotely like a man. So! I voice 8 characters, haha. The voices of Kelly and Dad were outsourced thank to Casting Call Club. The deadline for getting lines was set for September 25. I needed time to edit and implement and ask for a redo if necessary before the jam deadline.
- The only issue I had with the voice lines was with one of the characters... the voice I chose to do for them was particularly difficult. There were over 90 lines to complete, and I did each of them twice for variation. I was only able to do them in 20-30 line stretches because of how hard it was on my voice. I'm sure you'll know it when you hear it hahaha! It was 58 minutes of recording, and I definitely think I damaged my voice. At the very minimum, I've made it deeper, which... I'm not totally thrilled about. I'll definitely be taking it easy while I can.
- After final asset and script implementation, it was time for programming. I try to leave as much time as possible for this so I can have ample time to debug. The last jam I entered I believe I was only 5 weeks into an 8 week time limit when I started programming, so I had lots of time to fix any problems haha.
- I utilized a similar technique with the letter combo puzzle that I used for the rock puzzle from All of my Tomorrows. It's not pretty, but it works, that's all I care about.
- The body chop shop was really just about pointing and clicking, and switching the assets if the correct part was clicked. Delightful!
- Note collection was another point and click section, then just triggering them to be able to be looked at in your limited inventory.
- Then... it was time to playtest. I'm coming down to the wire and it's crunch time. With only 1 full day left to jam (Thursday), and 4 ten hour day job days to work between now and the deadline, I wasn't where I wanted to be with development. But, time will tell. Might have to pull a late night for Wednesday or Thursday of Sept 28 and Sept 29 to get everything finished!