Matt Ep. 5 - Finishing touches, polish, details, fx
Written By Matt Koopman
My favorite thing in the world is doing the polish of the game. It's the time where my creativity shines and I feel I can transform the player experience. I also love leaving in things that the player can explore and feel engaged with (spoiler, sticky notes...). Here are some things I did with this project!
Some cool things I did to polish:
-storm system that increases the amount of wind and wind sfx. Happens on the first night, but only randomly during other rounds
-damage system that shakes the camera, plays grunting sfx,
-low damage event that tells subscribers the player is below a certain percentage - screen goes flashing red in sync with the heartbeat sound that becomes present
-once dead, a piece of music starts, the SFX filters down with a lowpass (just like feature that I added to Griffin's pause menu), then your heartbeat pitch slows down a DEAD crawl....hehehe
-button hover SFX, and button click
-sticky note that tells the player how to turn off the TV (controls not obvious)
-title sequences showing the terrain
I'm sure there are some things I missed! But you'll have to play and see.
Matt
Get Sanguine Falls
Sanguine Falls
Atmospheric FPS with a Night/Day cycle for killing rounds of vampires in a coastal forest town.
Status | Prototype |
Authors | TDMProductions, Saje, Adequate guy |
Genre | Survival, Shooter |
Tags | Atmospheric, Creepy, daynightcycle, First-Person, Horror, roundbased, Singleplayer, Unity |
More posts
- Build 0.1.4 - Sensitivity Bar addedJan 15, 2024
- Matt Ep. 2 - Blender/Pro builder Modelling, Environment, Main Menu + DotweenJan 12, 2024
- Matt Ep. 3 - Day/Night Cycle, Round Management, Game FlowJan 12, 2024
- Matt Ep. 4 - AudioManager, SFX, MusicJan 12, 2024
- PlayerController/HealthJan 11, 2024
- Projectile LogicJan 11, 2024
- Shooting FunctionalityJan 11, 2024
- Matt Ep. 1 - Planning, Vision, MVPJan 06, 2024
- Pause MenuJan 03, 2024
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