Sound Effects I’ve been progressing with the re-writing of episodes, starting with the space probe that approaches your ship. This has led to a whole bunch of sound effects and soundscapes that I’ve had to put together.
One of the things I wanted to have in The Last Boundary was nebula. They look awesome and space doesn’t look like space without them, instead it just looks like a few scattered white pixels. But because the game is supposed to be pixel-artish I had to find a way to make my noise library […]
Based on the feedback I recieved from the few people who took the time to playtest, I’ve made some changes.
These last couple days I’ve started work on the star map. The idea is that a random number of stars, their planets, and the planets moons are generated. The numbers of star systems is somewhere between 15 and 20, maybe more or less, I’ll tweak it later. These are then arranged into “steps” according to […]
I’ve now implemented the sound a lot better, events can play sound effects. There’s also a couple of different background music tracks depending on the status of the ship. I’ve added a main menu and title screen.
I’ve made a lot of progress these past few days. I’ve added sound effects and music. I’ve also created a more interesting event for testing purposes, with it’s own sound effects: Next I need to: Add a main menu Add a menu to see the crew details Add saving and loading of games Create more […]
These last couple of days I’ve spent positioning and timing the blurts a little better, there’s still some work that needs to be done though. I’ve completed all of the dynamic text except for the officer names, which I’ll do once they have names, for now they don’t even exist. I’ve added the blinking lights […]
I’ve got an extremely short episode written that contains what I think is most of the elements to the game. Right now I’ve got a sort of playable thing happening except for variable text. There are variable options and blurts said by your bridge crew as well as random ones, but the text displayed to […]
I’ve made some additions to my noise library. Most notably the random generation of rings. A bunch of combinations etc and I’ve got:
Considering the amount of pain I had trying to work out how to do this; I thought I’d write up something lengthy to explain how it works. It also helps me find if there’s anything in it that I don’t fully understand, else I wouldn’t be able to explain it. The full Variant types header […]