In the games files, I have a folder that holds documents. These are meant to just help document some things that don't belong in code comments.
For example, an ID list of resources. That list would get really long, and I don't need it all the time, so it's better to put it in a document.
Anyways, I was typing earlier, working on that resource ID list, since I was procrastinating on implementing resources, when I remembered: There's gonna be holidays in this game.
This led me to typing up a form of Pumpkin that'd be in the game, since the game doesn't use real plants (Everything has been turned robotic).
But then I realized something, if there's real world holidays, that implies the world runs in real time.
So now, I've decided the game will have a real time clock! This'll also include seasons!
I don't currently have it planned out too much, but something you can look forward to is only being able to find some non-critical resources during certain times of the year.
I also plan on making the visuals match the current season, and maybe certain areas will be accessible during certain seasons, or maybe some hazards, like Water, would temporarily go away.
Onto the Animal Sound
Since everything is robotic, I can't exactly use real animal sounds for the game, so this creates a problem: How do I make sounds for the robotic creatures?
Well there's a simple solution! Use real animal sounds!
Sound stupid? Well fear not! This is a trick commonly used in Sci-Fi movies, or futuristic movies, especially in the past when they didn't have all the computer tech we have now.
The trick I'm talking about is taking a natural sound, and beating it to death with filters, and other sounds! This can create an alien sounding noise perfect for another world!
Now then, here's the sound I've made:
This was originally a crows cry.
I don't think this'll make it into the final, since I only used effects on it, and didn't give it any mechanical sound to it. Still, I think it's nice to show off.
Now then, see you in the next Dev Log!
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