Tuesday, 3 March 2015

Game Play Feedback _ 02 - Relic Placement

Relic Placement Cues and Kismet Sequence


I managed to set up a system which will call a certain sound cue depending on how many relics are being placed in the alter. The four cues are all made from the same base synth patch but differ in intensity and pitch. With each additional relic placed in the alter the player can hear a more intense sound which is an indicator that they are getting closer to completing the levels main objective of finding and placing all the relics.The sound cues are as follows;






The Kismet Sequence

the Kismet system for identifying which relics the player has picked up was already in place, when the player picks a relic up it opens a 'Gate' which in turn then activates the sequence that allows the relic to be placed in the alter. When each 'Gate' was opened (relic picked up) I passed a signal to an 'Add Int'. This basically counts how many 'Gates' have been opened (how many relics the player has) when the player presses the 'Use' key at the alter. From the 'Add int' the signal goes to 3 separate 'Compare Int' nodes which compare their value to the 'Add Int' and play the corresponding sound cues.










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