Devblog post #12 – Ambient Audio

Ambient Audio

Another two weeks have past and development continues. Past SCRUM sprint’s focus was on a new ambient audio system and finalising the current iteration of the GUI and crafting

Programming
Art

Neander

Four Nomads Ambient Audio System (FNAAS)

Before we started this past SCRUM sprint I had a talk with our audio designer. In this talk he shared his vision on adding believable sounds to a procedurally generated world. He had already been prototyping and came to a pretty solid solution which I could implement in the full, so we planned that to be my main focus.

The system consists of an audio controller and speakers. The speakers are data holders and also have the actual audio source. These speakers are attached beforehand to the objects that are being spawned. The speakers hold all the possible audio clips it can play. The speakers also have a pattern that they follow, this pattern is set once and then repeats itself so that variations are being made. The audio controller knows about all the current speakers in range of the player and in which general direction they are from the player. From all possible speakers a check is done on if the speaker depending on its pattern wants to play a sound. Then from all the speakers that want to play a selection is made of a limited amount, so that there are not to many sources playing. The selection is based on the type of sound and in which direction the source is from the player. This way not all bird sounds will play in front, but are evenly distributed in all directions as desired.

Ambient Audio System

(Image: the small white elements are speakers from which a selection will be made.)

The ambient audio system is now in a testing phase where we will test it with different sounds, but when we release an early demo it will be possible to experience it for yourself. At least I am very happy about how it turned out already.

Sorted Enums

In Unity enums are not alphabetically ordered, which from a programmer’s perspective is understandable, but for a designer working with them in the inspector this is not that desirable. So I decided to create an easy solution to make them sorted without changing the known interaction. In the coming week I will write a tech-tip about how I pulled it off, because doing it here will be way too technical and long, so keep your eyes out for that.

Jeen

Sticks and stones won’t break my joints

Hey guys and gals I’ve been busy with some things that look random when you put them together. First of all I made two sticks and a stone model. These items will be used for crafting purposes and you can already gather them in the game.
Maybe sticks and stones aren’t that fabulous but for me they feel like the first steps toward the crafting menu.

stickandstones

UI implementation

Another thing I’ve been doing is implementing the new User Interface design that you guys and gals probably already have seen. The UI is now fully functional and the heart starts beating when you’re close to dying.

Health_Test_InAction3

Next to the User Interface for the health, food, thirst and energy bar I’ve also implemented the new crafting User Interface. The crafting interface consist of three empty slots that can be filled with items or objects and one “result” slot where the craftable item will pop up.

There aren’t many input slots because we wanted to keep the crafting menu rather compact. Because of this decision we needed a solution for the number of crafting recipes we would be inserting in the game. And what if you wanted to craft something that used the same materials as another recipe? We also didn’t want to make a crafting system that depended on which slot you placed which resource. That would, in our eyes, punish people for inserting random ingredients in curiousity of it being able to craft something. We wanted to make the crafting in a way that it doesn’t matter if you placed the stick or stone in slot 1 or 2. But this created a new question. How would we be able to craft multiple tools that originate from the same resources?

Ofcourse there is the simple route of saying well a spear for example costs 2 sticks and 1 stone and a axe only 1 of each. But what should a shovel or a pickaxe cost (disclaimer, these are just random examples). We made the choice of being able to have multiple crafting outcomes and having the player be able to “scroll” through the outputs from the recipe until he or she finds the item they wanted to craft. This changed the design because there needed to be implications and navigation buttons for this. Eventually resulting in this design (that has been implemented in the game):

craftingMenu