Sound Devlog - Sprint 2, Week 2
This week I spent some time implementing the dialogue system that was planned last week. The attached video shows its functionality, though it uses placeholder sounds since we do not have voice acted lines yet. It might be a little hard to understand what's happening in the video without an explanation, so here goes:
When the player walks into the small translucent box, it triggers a dialogue sequence. Each line is currently represented by the sound of a door opening. However, when the player is inside the large translucent purple box, they are in a "dangerous area", where the dialogue may be acted more quietly, or with more care for the players surroundings. In this case, to show functionality, the audio switches to the echo lure sound I made in week 1. The purpose of that demonstration is to show that depending on whether the player is in a "dangerous area", the dialogue sequence can alternate between using normal vocal takes or "more careful" vocal takes. At the start of the video, I also demonstrate that walking into the box multiple times doesn't re-trigger the same dialogue sequence until the player is out of the current one. We will also be able to call dialogue sequences without using those trigger boxes if we want to. For example, if the player successfully solves a puzzle, maybe Zub makes a comment on it.
I also learned that music will likely be coming in late-October, but I will likely end up working with some placeholder music until our composition students are ready to deliver that to us.
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Parasite Zero
A Project for Fall 2025 Game Design 3
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