Hi there! You've probably reached this page from the Freeplay website in search of the elusive 'Up Down Ready' which took Best Design in this year's awards.

UPDATE: Hello! If you've arrived here from StumbleUpon, why not go play the game now on Kongregate! With high scores and EVERYTHING.

The versions of the game that were on this page were hosted on Dropbox. Since the recent spike in traffic, Dropbox has cut off access to my public folder. I will hopefully be migrating this stuff across to an actual server, but the version on Kongregate is the official release.

I'm Delia, the Sword Lady half of Sword Lady and the Viking. You can find my teammate over here. We are third year students in the Games Design course at Griffith University, and Up Down Ready (previously known as Horse) is our first semester project from this year, made using Adam Atomic's free Flixel library.

We entered it in the Freeplay Awards for a lark, and were incredibly surprised and excited to make it to the finals and take away an award. We hope you enjoy playing the game as much as we enjoyed making it!

- Delia

Friday, May 7, 2010


On Wednesday, I had the opportunity to actually integrate the early sound system build into a few projects to see if it would explode horribly. So far it hasn't, although a number of inevitable bugs have been revealed by the in-project testing, which were fixed on the fly.

The current version of the sound system is now active in Blockets, Bullet, and the non-GFS project Migration. It went straight into both Blockets and Bullet with no real problems, and the coder on the Migration Project (Michael the Machine) is currently working to allow the system to talk to the gameplay engine he's written (most of which sits outside Unity and interfaces with the scene through a single class).

There was some good feedback from my fellow developers about what other kinds of functions they would like to see in the system, as well, which I diligently wrote down on my list.

I also had a chat to the Islands team about sound for their game, and this was what really got me thinking - their game has five unique areas with distinct soundscapes, which means I need a bigger and more complex class structure to contain this stuff and allow things to be called when required.

Without further ado, this is a list of ideas that I will be considering for the next build of the sound system, in no particular order.

- functions to fade sounds in and out and set volume

- functions to set up sounds that need to be attached to gameObjects (and possibly functions to kill them if they are no longer needed)

- "Sound Scape" objects, which contain all the sounds for a specific area of the game, with master play, stop and fade functions

- "Sound Sets", which contain arrays of related sounds (eg. various similar explosion sounds), so you could do things like this:

  • play the sounds from the array in a set or random order at a set or random interval
  • play a random one-shot sound from the set
-"Paired Sound" objects, which contain an 'initialisation' sound (eg. a jetpack firing up) and a looping sound that seamlessly follows it

That's my thinking so far, and what I will be working on with regard to the sound system over the next week or so. Other suggestions for useful things to do with sound are most welcome!

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