I also slipped this in beneath one of the drops. I had this idea of adding a bit of comedy to the game by having comments from the "programmers" of the world who are in the middle of a passive aggressive conversation about the state of the system. These comments are all one-sided shapes, therefore can only be viewed from the right angle. For this reason they would be placed in areas that the player could only stumble onto them by accident.
I also collected a bunch of base sound effects that we can use in the game. Most of them are variants on glitch noises so we'll have a range to choose from. The credit for these sound effects belong to those who uploaded them to freesound.org;
http://www.freesound.org/people/syn2x-v0/sounds/2314/
http://www.freesound.org/people/Robert%20Bar/sounds/101226/
http://www.freesound.org/people/gumballrimpoche/sounds/65428/
http://www.freesound.org/people/AlienXXX/sounds/195533/
http://www.freesound.org/people/klangfabrik/sounds/178128/
http://www.freesound.org/people/Jace/sounds/35291/
http://www.freesound.org/people/VlatkoBlazek/sounds/185761/
After talking over the current soundtrack with Adrian he said that the music we had was too upbeat. I produced this to create a more ambient, lonely feel: https://soundcloud.com/scotty-brebner/eof-ambience
Another thing I've started to consider is the aesthetic that will be used for a glitch when the world changes. How we're going to project the image to the character is currently undecided as we need to look into what our options are such as camera filters or invisible planes with the texture on them etc. Regardless, I gathered some images to look over the type of textures I want to create.
Rather than full screen disruption I prefer the sort of glitches presented in the second image. Completely messing with the screen makes it clear that we're hiding a change behind it but I believe the right level of subtlety will conceal the tackiness of a jump by presenting it in a an intentionally jumpy way... if that makes sense...
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