This week, we’ve got some more info on the ambient sound system, a new team member to welcome on board, and the addition of François to the tutorial team. Let’s dive in!
Ambient sound System Demo
A couple of week ago we talked about our soundprobe system that we’re gradually implementing into the game. This allows us to detect what sort of environmental and ambient sounds to play based on where the camera is and what it’s looking at.
For example, it will allow us to control the volume level of a specific sound depending on how far or close the camera is to a certain portion of the island, or change the type of sound if there are more or less trees in another section. One of the reasons we need this feature is because we have a game world where pretty much any element can be built and destroyed, so we needed to be able to detect in real time the environment of an area and change the sounds to compensate for those possible changes.
So what’s new from last time, then? Essentially, our programmers had a system setup for our audio guys, but that system had never really been used to calibrate anything real. Since then, the audio team has had the opportunity to work with us a bit and they were able to come up with a little demo, seen in the video, to showcase the dynamic environment. It’s pretty limited at this point, but it’s there and it works relatively accurately.
There’s another thing that the video doesn’t really show, but that is a part of the working system. the environment sound is spatialized. So, if the island is on the left, you should only hear the sounds from the left channel. Unfortunately, the calibration for the distance falloff hasn’t quite hit the sweet-spot just yet, so it’s still a bit erratic right now.
(this screenshot is showing the soundprobes located on the island)
With FX’s dark magic, it’s starting to take form, and here’s a small video showing the new feature off. Note that it is still a big work in progress.
Danny the Backend guy
This week, Danny came over from Toronto for his first week in the studio. He will be taking most of the backend work off of Paolo’s shoulders, such as the linking of Steam accounts, the in-game login, game server configuration, game analytics integration, and work on the CMS we use fo the website, and eventually the roadmap. Since we’ve only got one Paolo, we needed someone who could work on a few of his tasks that don’t directly involve the networking.
The first task he’s going to be working on is the process of linking Steam accounts. We currently have two types of accounts. One that came with the Kickstarter and Humble Bundle, and a second that came with Steam. Obviously, not everyone wants to be forced to use Steam, so we need to link both types of accounts together so we’ll only have one system for login. This is also a very good place for him to start learning his way around the code-base.
Welcome to the Sauropod Team, Danny!
Tutorial Team + François
François officially joined the Tutorial Team this week. After a long discussion, it became clear that since he built most of the objects in game, we’d need to have his input in this process. The tools for the tutorial aren’t one-use things. We’re building multiple tools that will allow us to create and tweak the tutorial, but we also plan on using them more extensively in the future elsewhere. The objects that we’ll be interacting with all need to all speak the same language so we can use them efficiently. That’s where François’s work in refactoring the objects comes into action.
Bug of the week
Call a Brick priest please!
Soundtrack of the Week
A friend recently introduced me to Under the Influence of Giants, and I’ve been listening to them pretty darn regularly ever since. And now, I share them with all of you!
29 Comments for Dev-Diary Eighty-Three: Such Ambiance, Much Team, Very Tutorial, Wow