This week was not incredibly busy for me, but I finished implementing the sound effects. The current effects in the game include: on hit sounds, on block sounds, super power sounds, explosion and breaking sounds for the panels, and jumping sounds.
Adam had many sounds implemented from last semester, but he explained that it was put together pretty fast and wasn't actually a fully functioning system quite yet. What I ended up doing was creating a serializable class called FighterSoundController. This class goes on each of the fighters and allows the designers to easily set the sounds for everything the fighter does through an easy to use drag and drop menu. This includes sounds for the super powers, jumping, and all the fighter moves both blocked and unblocked as well as the different sounds for the POW mode attacks.
The panels work in a very similar way. It still uses the drag and drop system for implementing sounds, but it is on the panel prefab instead of the character prefab. There are two sounds for this; the initial bursting sound and then a sound on each of the pieces that instantiates when the pieces disappear or "hit the ground".
The last thing I really need to work on for sound implementation is any environmental sounds that Ryan is looking to add. I still need to meet with him one last time about these, but everything else is implemented how he wants, but he said he won't be adding the final sounds until much later in the semester. At least we can throw in any prototype sounds we have to give some more flavor to the game for now.
The next thing I will be working on is helping Adam with some of the new superhero moves that the later characters will have for their super moves. We didn't discuss much on this, but I did want to mention that this is most likely what I'll be doing this week after I finish up the meeting with Ryan and implementing the environmental sounds.
No comments:
Post a Comment