Weekly Diary
Date |
Activity
|
Key Findings
|
25/08/13
|
Aims/Rationale
|
Expand audio-only game to compare enjoyment and score over two different auditory dimensions.
Flow will be tested through the adaptive difficulty, which analyses previous score and changes difficulty respectively. |
Gameplay
|
To present the player with an easier method of learning the game, a series of step by step instructions have been implemented. This involves a restructure of the script, controls and gameplay.
The controls have changed in an attempt to disconnect the enemy ships sound to the players sound. The amount of times the player listens to the enemy ship negatively affects the score. Also once the player feels confident they have found the area in which the enemy ship is located, they press ENTER to shoot. This produces an 'audio cut scene', where a pre-designed collection of audio aims to suggest torpedo fire and impact/miss. The score is now altered by the players use of torpedoes and enemy battleship locators. | |
Max/Msp Development
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The second auditory dimension has been developed, which differs to the first beep rate/pitch system. The second auditory dimension uses a synthesized sound as opposed to the buffer system in the first. The second version uses panning for x-axis and timbre for y-axis.
| |
Sound Design | Torpedo - Instead of just an explosion, a launch sound consisting of steam, bubbles etc and distant impacts which were lowpass filtered have been included. More random one shots have been added to create diversity in the sonic environment. |
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