Mostly text today, but here's a little GIF showing off my new particle effect!
More about that in a later post, today I'm going to talk about sound effects!
This is usually one of the last things I do in my games. Most of the time I settle on BFXR-generated effects, and sometimes my games don't have any sound effects at all. I did it fairly early this time in my attempt to make the game as 'juicy' as possible.
For anyone unfamiliar with the term, juiciness indicates to how responsive the game is to your actions. In an attempt to increase juiciness, one could add particle effects, screen shakes, flashes, and other effects. My favorite talk on this subject was given by Jan Willem Nijman, 'The Art of Screenshake', where he presents a very visual examples of the steps he takes to increase responsiveness in Vlambeer's games.
Together with the sounds, I added a script that allows me to easily play sounds, and change their pitch. The pitch is how fast a certain sound plays, and makes a sound sound higher or lower if you change the pitch. This is useful in a game, since you can use the same sound multiple times (like the jump sound effect in Mobility), and changing the pitch each time the sound is played, you can avoid the effect from becoming annoying. You can also recycle the sound effect: right now, a 'tongue click' (it's better than it sounds, honest!) effect is played once you pause the game, and the same effect is used with a lower pitch in the game's dialog boxes. I can also control the volume each individual sound plays as,
The doors in Mobility overworld require two [Down] inputs to enter-- the first one is to open that door, and the second is to pass through it. As such, I wanted a relatively dramatic, sci-fi-y door opening effect, and I managed to find one.
Finally, I wanted a cool effect for my room transition. I settled on this 'swoosh' effect. More sound effects could be added later, but this is a pretty good start so far, and at least I broke out of my cycle of shoving the problem of end to development.