Music/Audio and Software Development
My main contribution to the game this week was creating a first draft of the main song for our game. The game is going to be a call-and-response based rhythm game. This means that the rhythms and actions that the player must perform are first indicated to them by the song (and visuals potentially) and after that, the player is given an opportunity to perform the indicated actions accordingly. Because of the restrictions inherent in making music for this type of rhythm game, the first draft is very rhythmically simple. That being said, I am hopeful that we will be able to make the song more interesting in the future.
I spent this week creating the new version of our game's main song. Like the previous song, the track is original and was created using Ableton Live 11.
The previous song was deliberately simple. This is because, at the time our plan was for the game to be a call and response based rhythm game, in which the player's response would, if performed correctly, mimic the audio of the "call" section. As such, the rhythms were intentionally simple, and there was a gap every other measure.
Since we have now decided to take a somewhat more traditional approach, in which the player mimics the song's rhythms in real time, I had the freedom to make the song more complex rhythmically and otherwise.
This past week I started working on a new hit-detection system for the dish washing station. Though the current hit detection system is working, implementing new functionality on top of it has proven to be difficult in some situations. As such, we have decided that a collision based hit-detection system would be simpler and easier to build off of.
My main task this past week was finishing up the new, collision based hit-detection system for the dish washing station.
My main focus this week has been getting FMOD properly working with the game, and taking advantage of its functionality as we have planned to.
First, I had to install the Unity FMOD integration and get the music playing properly.
Next, I implemented a rhythmic timer, which receives real-time callbacks from the FMOD event. This allows us to ensure that the game is always in-time with the music.
My last main task was to re-implement the previously existing sfx, namely the hi-hat, and implement the new, batter sizzling sound effect.