Monthly Archives: April 2012
So I literally spent the last week attempting to publish a post on an off day for you guys. The post was going to be an indie dev look at the industry and why we (indie dev’s) are shaping the future of the gaming world. However, the post I was working on slowly went from an industry analysis to a rant and then into a design synopsis for a game engine. Needless to say that post was copied out into MS Word and I am completing it as if it were a blog post since that was stimulating a game idea.
This last week has been mostly uneventful. I have been going through a root canal and the following crown of a bicuspid. Easter was a wonderful time with my wife and the kids. I didn’t work on code much this week, but I did tinker with music some more. My biggest problem is I’m looking at too large a scale of music for games! I don’t need symphonies and I need to realize this.
I’ve also found a home on a Minecraft server which consumed some time while I got settled in and produced my first build, mine, and public offering there. I started sketching out ideas for another game, but I fully intend on releasing the final 1.0.0 of Puzzled first.
The holiday made the past week a very personal time with less work. I hope everyone had a great one and I’ll see about getting more done on Puzzled this week.
Hey everyone! It’s Wednesday again and this is my promised weekly post. As it turns out this whole weekly post thing is keeping me focused, for the most part. I have been working on some music for Puzzled this past week and realized that I’m not sure what/how to do this. I’ve gone into FL Studio 10 and tinkered a little, but all my songs so far aren’t very suitable or interesting. I want the music to be happy and relaxing. I also want it to be just enough to be a slight distraction [evil grin]. I will be adding code inside of the animation (yeah yeah I know… Not in a class?) that will play the two sounds at a slightly lower volume through a channel. My hopes are that this will take the rough edge off of the effects since I didn’t use a complex program (nor do I have one) to record and edit the effects themselves.
I’m new to sound in game development, however, due to a lack of people who are reliable I’m forced to be a full out one man team here. The sound effects are both made by yours truly! Using a cheap Logitech headset microphone and the free audio editing software Audacity I was able to adjust these simple sound effects to become satisfactory. I think these small changes to the player piece have given him some life! He’s not just a token hopping around a grid. He’s a goop… he moves fluidly… he plops and splats happily around the… well the crappy artwork grid. I’m still working on the tile artwork and methods to display the numbers.