During the project we were tasked with creating a soundboard for a client how needs this soundboard to use in a local pantomime of Camelot. This task involved us getting into pairs, one person looked for the correct audio files matching the sound plan of the client and the other person programmed the sound board in Construct 3. I was given the role of the programmer, so I arranged the soundboard and implemented the chosen sounds from my partner into the soundboard so when a specific button is pressed the correct audio effect plays. I really enjoyed this task as it was the first time that we have worked with a client and I was able to get to know other people within the course. Overall, this was a great task as I was able to work in a group with each having a delegated role and set objective. The soundboard can be accessed below. https://finalpantosoundboard.netlify.app/
In terms of recording the sound effects for the Bob The Blob game I used the Foley design method that involved me creating sound effects out of household objects. I really enjoyed experimenting with various items in my house and trying to find the perfect object combination for the desired sound effect. below I have included the sound effects and the recorded evidence of me carrying out the creation of the sound effects.
This Cannon Fire sound effect was created using a metal canister and involved me quickly removing the lid of the canister to create a loud gush of air that sounded as if a cannon was being fired.
This slime walking sound effect was created using a towel and bowl filled with water, to create this SFX I filled the towel with water and pushed it up and down in the water in the bowl multiple times to create a wet sounding squelch. This created a really great sounding effect that sounded organic and fitted with the game perfectly.
This sand walking sound effect was created using a doorstop filled with gravel and stones, to create this SFX I rustled the doorstep and patted the bag multiple times. This created a really great sounding effect that sounded organic and fitted with the game.
This goo attack sound effect was created for the firing of the slime goo from Bob. I created this SFX using a cup, water and a towel, I pushed the wet towel into the cup to create an airlock, then I pulled the towel out of the cup to make an authentic pop sound.
This Door Unlock sound effect was created using a wine cooler door, I opened and closed the door several times until I found the perfect sound that fitted with the game perfectly. This SFX is played when Bob collides with a door when he has picked up the key to unlock it.
This drain sound effect was created using a sink full of water and a plug hole, this SFX involved me unplugging the drain whilst full of water to create a gurgle effect. This will be used for when Bob collides with a drain and progresses to the next level of the game.
This pottery smash sound effect was created using a ceramic ornament and a glass tube. I banged the ceramic ornament against the glass tube and brushed it down the edge of the glass onto the metal ring, to create an organic smash / clank sound effect.
This key jingle sound effect was created using a zip of my jacket, I shacked the zip multiple times against the metal zip to create a key jingle sound effect. I wanted to be creative and decided to not use a set of keys so I went for this object that gave the same organic, high fidelity effect.
This ambient water sound effect was created using a running tap and a glass cup to warp the audio of the water to make it sound like a waterfall or a moving river. This sound effect will be used on a distanced behaviour when the player gets closer to the water source in game the SFX will get louder and as they move away the SFX will get quieter.
This fireball sound effect was created using a non traditional method of creating a fire SFX, instead of using foil I decided to be creative and use a water bottle, I found this in my research phase when I was researching different methods of creating an organic fire crackle sound. I scrunched the bottle multiple times to create this sound effect.
This health loss sound effect was created using a bouncy ball and a hinged door, I threw the ball at the door to create a sharp intense knockback noise that will fit perfectly into the game when the player or enemy is hit.
This player and enemy death sound effect was created using a carrot, it was meant to signify bones breaking but after thinking of wanting to stick to fidelity I tweaked the way in which I broke the carrot, so instead of sounding like bones it sounds like a large splat which obviously stuck with the fidelity on the game more.
This health regen sound effect was created using my mouth and a smacking of my lips to create SFX of Bob eating the heart.
This wall collision sound effect was created using a wet towel and a bowl, I created this sound effect by throwing the wet towel into the bowl multiple times until I found the correct organic sound effect. After multiple tries I finally found the correct sound effect the fitted with the fidelity of the game
This goo hit sound effect was created using yet again a wet towel and bowl, instead I hit the towel against the side of the bowl to create a wet organic squelch that fitted perfectly with the hit of a slime ball. I recorded this SFX multiple times to ensure I found the most organic sound effect.
This power-up sound effect was created using a Xylophone, I chose to create the power-up and orb collect SFX using a Xylophone because I wanted to stick with fidelity and ensure that the power-up collects all sound similar. I tested an array of different note combinations but finally settled on these final recorded sounds. this xylophone is the same xylophone that I created in Construct for the games jam.
To create these 8-Bit soundtracks for the Bob The Blob game I used BeepBox and a tutorial on YouTube to successfully build my 8-Bit music. First I experimented with the different instruments in the website and played a few music tunes using a few instruments. After looking through the list of instruments I came across the retro instrument section, in the end I decided to use only these these retro instruments as I believed they better suited the 8-Bit design of the game. I found this task to be easy and effective as I previously used GarageBand on my iPad to create music loops so the design of BeepBox was familiar to me. After mixing a few instruments I made the first version of the soundtrack. This version featured three instruments in the loop. After tweaking the audio layout and instruments, I made the second version to the soundtrack. this second iteration featured six instruments of different tempo and bass level. I am really pleased with the final soundtrack as I think it suits the theme of the game really well. After tweaking the soundtracks I added these into the game to play on a loop throughout the entire gameplay experience. Once in the game, I edited the volume of the soundtrack to be quieter than the rest of the sound effects so they stood out more. I have designed and programmed two soundtracks, the first soundtrack below is used in the second level as it better suits the level than the second soundtrack. Soundtrack 2 is used in the first level and disables once the player collides with the drain.
Soundtrack 1:
Soundtrack 2:
After finishing recording and programming the audio into the game, I have finally finished the game. I enjoyed this project as I was able to experiment with different and new mechanics and features in Construct and expand my knowledge overall on sound design and different methods of achieving different sounds. I have linked the final game to the page below.