The two pick up sounds are mostly to be associated with player gratification and reward whilst giving the player some incentive to keep searching for the items. The key pick up which is required to unlock the treasure boxes was aimed to be a bright sound which stands out from the dark atmospheric sound of the level. The idea is to give the player a sense of hope and achievement.
Key as seen in level |
One of the 3 different shaped relics as seen in the level |
Sound Cues
Key pick up sound consisting of a base layer and additional randomised key jangle |
Relic pick up sound cue going with a similar layout to the key pick up |
These were then attached to the items via the kismet to trigger when the player picked up each item. As an added effect I also attached a toggle light to each of the keys to make it appear to glow. This is to further allure the player into seeking to find all the keys by making them look more desirable.
The next task for the feedback sounds will consist on the relic placement into the alter. There are four versions of this sound planned, each of increasing intensity basically a sound for x1 relic placed, x2, x3 and a final looping version that loops until the player exits the level. A system will will need to be set up within the Kismet that can identify how many relics are being placed/have been placed into the alter, then it can can the desired sound cue.
No comments:
Post a Comment