Milestone 4 - Beta


September 21, 2017

Associated Milestones: # 4 Beta

Been awhile since my last update but I’ve made significant progress and have just completed all tasks in the Beta milestone! The Formal Prototype had a fully functioning game minus a high score system. The Beta milestone is the final polish of the game. The next step will be to concentrated on playtesting and fine tuning the mechanics within the game. Additionally, I will need to export the game to an executable format for PC. If time permits, I would like to export to OS X as well. I have given my project the name “G3 Sector”.

Systems implemented and tested:

  1. High Score System
  2. Game Interface Flow
  3. Audio Triggers

High Score System

I’ve implemented the high score system into the game. When I first set out to complete this project I was unsure if I would be able to get this system working correctly in time for my self-imposed deadline. Thus far, it appears to be working correctly!

Game Interface Flow

The menu system is fully functional and currently allows a player to check the high scores or controls from the main menu. After PC death, you are shown a current high score table and are moved to the main menu again.

Audio Triggers

I’ve coded checks that help determine which music to play or stop. An example of this is at the main menu. If a player enters the high score screen from the main menu, the title music will continue to play and will not restart once you reach the main menu again. However, if you enter the high score screen after a PC death, the defeat music will continue to play. Exiting to the high score menu will send you to the main menu where the title music will start anew. Little things like this help give the game more of a polish.

Audio Assets

  1. Title Music and Game Music
  2. Death Music
  3. Enemy Death
  4. Player Death
  5. RMBP

Title Music and Game Music

I spent $15.00 to purchase quality music files for both the title music and main game room music. The title music plays when the game is started and within the menu options. The game music plays during the main game and is halted upon PC death.

Death Music

I used an existing track from another project for the PC death. Triggers once the PC collides with an enemy.

Enemy Death

Another simple clip from an existing project. Since enemy deaths occur quite frequently I adjusted the audio pitch. On each instance of an enemy death a random range between .4 - .8 is selected and applied to the the Death SFX. This helps reduce reduce the monotony.

Player Death

Another simple clip from an existing project. This is a short 1 second SFX that plays once before the death music.

RMBP

I decided to only add a SFX for the RMBP due to the rate of fire on the primary weapon (LMBP). Adding a SFX to the primary sounded awful. The goal of the secondary weapon (RMBP) is to feel special and powerful. I believe I have achieved this by increasing the amount of damage it deals, adding a cooldown to the ability, giving it a unique sprite, and adding a SFX to it.

Below is a clip of the game play with the menu and high score features added.

92117_FullFeatures.gif

Files

G3 Sector.zip 14 MB
Jun 06, 2018

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