Audio Detailing - Sprint 1
Author: Tyler Sessler
Deciding where to place music functionality was a simple yet tricky task. Music plays through any point of the game- menus, loading screens, boss battles, and must be able to change on the fly. Because of this, music should be capable of persisting or changing despite levels changes and character deaths. Secondly, the music should be able to loop correctly if decided.
I ended up placing the music inside of the game mode, as well as the options such as volume level and looping variables. To fix music starting before the game was loaded, I created a function call inside of Beginplay(), which made the actually logic wait until things were properly loaded. I then created a timer set to the duration of the audio file provided which then plays the music until told not to. All of this allows a seamless experience for the user in which audio experiences no interruptions. Furthermore, once we get an options menu UI implemented, volume sliders will be a possible feature.
Get Proving Grounds
Proving Grounds
A arena based roguelike horde survival themed around the divine
Status | In development |
Author | NullNotZero |
Tags | Bullet Hell, Hack and Slash, Isometric, Roguelite |
More posts
- Dynamic Spline Creation - Sprint 7Jul 23, 2024
- Boss MechanicsJul 20, 2024
- Creating AI Concepts - Sprint 6Jul 20, 2024
- Projectile Offset Hit Detection - Sprint 5Jul 13, 2024
- Area of EffectsJul 13, 2024
- Better AimingJul 07, 2024
- Creating LevelsJun 28, 2024
- Animation and Valhalla LevelJun 28, 2024
- Buffs/Debuffs & DoTs/HoTsJun 28, 2024
- Retargeting for Animation - Sprint 3Jun 27, 2024
Leave a comment
Log in with itch.io to leave a comment.