Wallace Programing and sound design



Greetings, I am Jaedon Wallace.

for Cavin' Hats i was tasked with creating the player controller / camera and the save/loading system. 

for this project i estimate around 18 hours of work, i had to focus on finals, so i could not spend as much time as i wanted to.


The main thing i worked on what the Topdown characters the game mode and the Resident evil style camera

The camera volume has an object within it that is the halfway point between players, it will point towards this and move with it based on the weights provided. this allows the camera to be locked with a little bit of freedom. right now it only works if the volume points north, but it works good enough for what we need.


Some important code was the section end, it is a trigger that waits from both players before it preforms its function.
it can set the next camera volume, change levels, add heath, and create one-way doors.



...

One thing I am super happy with is my drop shadow. it points away from the sun but still allows the player to see where their character is in space



Since a lot of our game takes place in the dark i created a rim lit material that kames it easy to see objects. using screen space, it makes the top of an object glow its diffuse color, while the bottom gets increased ao, this allows the object to pop from the background.




In addition to code and shaders. i also wrote the music,

The idea is that i wanted the sun to sound warm and its presence to be very apparent. so i just sat down and recorded the sound affect that seemed best. since it was a nice C chord i deiced to write a little melody that had three instrument layers, Chello, woodwinds, and violin. these elements can be played independently Or all to gether. Using parameters in a sound cue, i can mix these as i see fit.

The sound when the players die is supposed to sound like a fire ball, i created this with a toy revolver, and some pink noise. the footsteps i recorded from some sandals, and when they hit the ground, the sound is me hitting the bony parts of my palms together.
the sounds for the checkpoints and Ui i created a few projects ago but I keep reusing them because they are nice. when the players leave the room or die there is an audio fade out is everything gets muffled, this was done to make everything feel dream like and to avoid harsh transitions so that everything flowes better.



i also did art and lighting passes for some levels. Since sunlight hurts the player our game would have to be darker. when i did the lighting i had to make sure the game was bright enough for you to see but also make sure that the sun light was still clearly visible.
i would have to adpoint lights, disable their shadows and use them to fake bounce light, tis allowed me to get very warm looking rooms. i then added trees and grass along with some structural props to add some life to the levels so they were not just an empty box.




For the level I created i wanted an uncharted vibe,. I was very intentional that the sunlight was at a glancing angle so that the bounce light would light the environment.
the level design was based around lasers, it's not to complicated, but it just needed to be done.


I think the hardest part of this was the players, i had to do a lot of the code for health respawning and level saving in the game mode. Level saving and loading was especially a pain. it took me forever to make the players be able bring their hats between levels. but i eventually got it, I will defiantly be using the saving and loading knowledge for future projects.

Get Cavin' Hats

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