Update 5/2/18 - Sound and... quiet time incoming


Hello there, Juan Barba here!

These weeks I've been pretty quiet about Matter, I couldn't use the time I was expecting for this project these weeks,  and that can cause some feeling of incompleteness in achievements, that's why at least I'm writing this post

What I'm doing

Sounds... the issue with putting SFX on your game is that it isn't just putting sounds according to events, sometimes these events doesn't even exist, and there is logic behind that to make them to exist. For example: this week I've been doing some research about how to play continuous sounds according to collision entering and exiting, so I can make a spheric rock to sound when it is rolling, and the volume has to change or get muted at all according to the velocity its rotating.


Everything has to sound, rock falling, rock rolling, door opening, matter being touched, etc...

Then the other issue: I'm a freaking perfectionist... that could be good sometimes, but its not good when you want to get things done, and it happens that some developers and designers like me, repeat and repeat over themselves too much on their tasks... I already have sounds for rocks falling and getting destroyed into debris, but I'm not convinced, and even if https://freesound.org has a lot... like..  A LOT of sounds to choose (I really recommend this page if you haven't heard about it), I haven't been able to find one I feel confortable with, however I think I will have to face it and just place these sounds anyway, otherwise I won't get the demo finished ever. It's not that bad to have things unpolished  as long as you get them done and consider it a first iteration, also it feels great to have things done... besides, the magic of software development and also the great majority of Internet technology, is that you can edit, iterate and improve things thru time, until you finally launch (applies for games, software, and blogs like these :D )

What I plan to do


Here's the thing: these 2 months, May and June (especially June, due to vacations) would be dead months, so I'll try to find as most time as I can in May to gather the sounds, make audio editing, and get them ready for gameplay logic, so as soon as I get into a computer again and get some free time, I'll get those working according to events. After that, here comes the funny part: PIXEL ART, ENVIRONMENT ART, LEVEL DESIGN, LIGHTING, MUSIC!  (music won't be done by me, tho)

That's it for now, gotta continue with day job :shrug:

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