Showing posts with label Sound. Show all posts
Showing posts with label Sound. Show all posts

Tuesday, January 18, 2011

Music and Sound

So the sound is in.

The only problems that I am running into is that the music is very limited.  At this point we only have a menu music and a game music.  Nothing else.  I don't want the music to sound repetitive so I think that we're going to have to get some more, but when it comes to sound, sometimes more is more (as apposed to less is more)

Now onto the new sprint.  I'm sad that I couldn't hear from the masters students, but I think we had 2 people that could go and I'm hoping for some great input from them.

Tuesday, November 16, 2010

Good Sounds vs. Sounds Good

So the first of the sounds is running.  I figured that I would work on getting all the content loaded (which took a little bit of time.  It's been a while since I did sound in XNA) but a few Google searches later, and we got the most important sounds started although we only have one sound actually playing in-game.  But more will come when I get some time tonight and tomorrow morning... hopefully.

The game is really coming along.  Most of the team is working on the level editor and it really came alive yesterday.  We met during and after class across the hall and spent a few hours getting some real work done.  We're going to have actual gameplay to show off on Thursday, and it's felling like it's about time.  We have been focusing on all the invisible (-to-the-player) stuff like the level editor that it's nice to have some real work to show for it.  Whew.

Saturday, November 6, 2010

Presentation, Collision and Sound

Our group got to talking and we feel like the presentation went pretty well.  We've been spending some time working together which has been a huge help.

I was having a lot of trouble with the collision detection for a while though.  Even now, it's been a little crazy acting.  For the demo, we got the collision to be EXTREMELY basic so it wasn't that interesting to look at.  We've been claiming that the way it works wasn't a bug... it was a feature.  Curtis and I were working on it trying to find the difference in the midpoint of each of the objects that were colliding, but since we were having some of that not working, we, for the demo, just had it jump back to where it was before the collision with a new velocity of (0,0).  Then gravity would just start taking affect again.

When it's coming strait on, it just looks like it's bouncing, but at any angle, it looks like it sticks.  For the demo that was fine, but our next skirmish will bring a much better detection.

One of the projects that I've been put on is helping the artists with keeping organized.  Part of that consists of getting the artists to collaborate with files, the other is keeping those files organized, including file names.  After speaking with Steven and Lukas, we started on a simple naming convention and we'll start implementing it over the weekend.

I really do think that moving to weekly pushes is going to help us stay focused.  Most of our work was done in the few days before our goals need to be done, so cutting that time down is really going to help us work productively and output a great game.