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Trial of the Valkyrie Dev Blog #3

  • Justina Mil
  • Jun 17, 2017
  • 3 min read

This week marked the last week my group would work on our game; Trial of the Valkyrie. This week has by far been our most productive week. We put hour upon hours of work in this week. We met up each day and spent hours helping each other with aspects of the project and getting all of our main mechanics finalized and finished. I am happy with our progress this week as well as what we have managed to make, it being our first ever mobile game.

This week, as mentioned above, we had to put an incredible amount of work to get it completed. We had to all work together, and help each other on scripts and such to get this done. We had quite a bit of backlog as one of the pain scripts we had needed was still not completed by the beginning of this week as I had wanted it to be done. I had to step in to finish the enemy scripts for the group so that the others could go onto other important things such as getting the enemy spawner done as well as getting the berserk mechanic completed. We managed to knock these out in a day and continued to work on them and test them through the next few days. I also ended up working on the menu and setting up scripts to allow for the pause function to work as well as the other buttons.

After most of the work was completed for the scripts, I got us to move along to getting the rest of the art assets and audio assets done. Each group member needed to at least have one audio and art asset done. I helped where I could and when asked with the art assets, mainly just helping change Photoshop's layout or helping to find or make a simple brush. The art assets didn't seem to be too hard for the other group members to get completed and I had already gotten the rest of my art assets completed at the beginning of the week. The audio assets were probably our biggest worry and struggle. None of us have any experience in the audio industry and so had to use what we had. I decided that for myself, being friends with numerous Youtube voice actors and with their experience of Audacity, I would be able to at least make a death sound for our character Hilde. My research online came up with some very.. questionable audio clips which I happily decided to stray away from and went for a more soft "No" sound for her death. Brandan ended up creating a death noise for the enemies and Eric was in charge of creating a background track for the game. Eric had the hardest job, using Famitracker he was able to create an 8-bit track that didn't sound too bad. We had some trouble getting the death audio to sound for Hilde and the enemies however after some experimenting with the code, I was able to get Hilde's death sound to actually play. Some code needed to be removed for it to play. However the most trouble was getting the enemies to play the voice line. I managed to get it sort of working. It's definitely not where I wanted it to be. On some enemy kills it works and then for others it doesn't but I guess there won't be too many noises cluttering the game. So there's that.

Below I'll include some images from the finished prototype.


 
 
 
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