top of page
Search

Week Five

  • Writer: Robert Allen
    Robert Allen
  • Dec 10, 2023
  • 3 min read

At the end of last week, we had decided on what abilities we wanted to experiment making and i decided to attempt Sigil Nautilus.



It's important to get the water part of the sound right with the ability to be a tsunami. So the player hears a few loud waves when they first activate their ability. And that's when I decided to add a riser in the second wave, which made it sound more aggressive compared to the first. The tsunami intensity is further enhanced by the inclusion of a riser. The most important part of the whole sound will come after the riser, and that is the impact.

Impact is the most important, because if you don't do it correctly, the player will be left unsatisfied, which is the last thing you want the player to feel while playing the game. That's why I wanted to make sure the tsunami's impact was as powerful as the rise. To achieve this, I've decided to divide the impact into two sections, meaning two different sounds will be playing at the same time when the ability hits the enemy. The first sound is the water impact, which I chose to sound like a really big splash. A bass drop makes up the second layer. I chose a bass drop because it is a simple yet effective technique that many in the industry utilise. The sound created by the overlapping of the two layers is very powerful and shows the player from an audio standpoint how powerful the tsunami is towards enemies.

This week, the design team had made more changes to the ways combat works including new weapons and how they work.



Just like the previous week, the entire audio team had to go through all the changes and discuss how we were going to apply these to audio. Hoping all these changes stay, we will use this current document to stay on track. This week we are also hoping to have a working prototype which includes all the DDR mechanics so we can begin implementing Wwise.

To help out with this, we had a zoom call on tuesday where we had a level 6 student teach us the basics of the implementation process. During this, Jack (Audio Lead Birningham), wrote down the entire process in case we forgot later on during the project.



With us currently not having a working build of the game to work with, we decided to create empty unity projects of our own to begin practicing the process. Hopefully once the build is ready, we would feel confident on how to implement Wwise and how to get sound working properly. To get Wwise working with the game correctly, it has to find the events within the code. Therefore, i contacted Alfie, (Product Owner, Guildford), to see if he could contact Lewis, (Programmer Lead, Guildford) to see if he could explain how the code would work for actions such as movement and combat. I was able to recieve a response however it was revealed that none of these had been programmed yet so we couldn’t be 100 sure on how the code would look. Once these were implemented into the code we would be made aware as this is vital to get all the events in Wwise working.

Till then, we spent the week continuing on the combat sounds assigned to us.

 
 

Recent Posts

See All

©2023 by Robert Allen GAM 507: Sanctum Infernum Audio Blogs. Proudly created with Wix.com

bottom of page