Orbarella (MonoGame) Devlog #6 - Bringing the game to life
In this devlog I finally fixed that collision bug that I knew was lurking in there! I've added a game clock and added a simple night to day cycle and some sound effects which is making the game feel more alive.
AI Generated Summary:
Sound Effects and Collision Detection in Game Development Introduction to Sound Effects
- The speaker discusses the introduction of sound effects into their project, noting a lack of personal sound skills and reliance on downloaded assets.
- They mention using a luggage rolling sound for the cannon movement but find it lacks continuity due to abrupt silence when it stops, prompting the need for ambient city sounds.
Creating Ambient Sounds
- The speaker uses Audacity and searches for "city at night" sounds on Free Sound, experimenting with various clips to create a cohesive background track.
- A combination of subtle sounds like dog barking, crickets, and passing cars is selected to enhance the game's atmosphere without overwhelming players.
Implementing Sound Effects
- Although not yet implemented, the speaker plans to integrate these ambient sounds into their game as a looping background track instead of traditional music.
- Initial tests show improvement in audio flow; however, they acknowledge that further sound effects are needed for actions like charging and firing an orb.
Debugging Collision Detection Issues
- The speaker expresses frustration with collision detection issues where objects do not register hits correctly against window edges.
- They demonstrate this issue by showing how the ball can pass through corners without triggering collisions due to bounding rectangle miscalculations.
Visualizing Bounding Boxes
- To debug effectively, they introduce a utility in their library called Calamo that allows drawing bounding rectangles around game objects for better visualization during testing.
- This tool helps identify discrepancies between visual sprites and their actual collision boundaries.
Fixing Bugs and Enhancing Gameplay Mechanics
- Upon inspection, they discover that changing the origin point of an object affects its bounding box alignment.
- A simple code adjustment resolves this issue, allowing proper collision detection once again.
Game Development Insights: Countdown Timer and Level Design Initial Setup and Game Mechanics
- The speaker introduces a new video focused on the Calamo library, indicating recent experimentation with backend functionalities.
- A countdown timer is initialized to manage real-time minutes, simulating game hours that can accelerate based on player actions.
- The game includes mechanics for winning or losing; players can lose by hitting specific triggers, which increases the "nightmare meter" rapidly.
Level Structure and Progression
- The speaker aims to implement three distinct levels in the game, utilizing a JSON file to define various buildings and their attributes.
- With a functioning countdown timer, the game now starts at night, enhancing immersion as players progress through levels.
Visual Enhancements and Gameplay Experience
- The timer adjustment allows for gradual lighting changes from midnight to dawn within approximately 45 seconds of gameplay.
- Consideration is given to adding visual effects like sunrise; however, technical limitations regarding texture compression are acknowledged.
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- Inspired by games like Stardew Valley, the speaker notes how darkness impacts gameplay experience, aligning it with the dream theme of their own game.
- Simple coding adjustments significantly enhance visual effects; using a "Lurk" function allows smooth transitions between dark and light colors throughout gameplay.
Conclusion and Resources
- Despite challenges in developing the clock class functionality, implementing visual changes was achieved quickly with minimal code adjustments.
Get Orbarella - The Dream Soother
Orbarella - The Dream Soother
Simple game coded in C# using the MonoGame framework
Status | In development |
Author | Rheyan |
Genre | Action |
Tags | 2D, monogame, Open Source, Simple, sourcecode |
More posts
- Orbarella (MonoGame) Devlog #8 - 1.0 (Final?) Release11 days ago
- Orbarella (MonoGame) Devlog #7 - New HUD & Multiple Levels14 days ago
- Bug Fixes, 3 Playable Levels & Polish15 days ago
- Orbarella (MonoGame) Devlog #5 - Coding a Nightmare Meter19 days ago
- Orbarella (MonoGame) Devlog #4 - First playable version22 days ago
- Orbarella (MonoGame) Devlog #3 - Artwork & Level Design24 days ago
- Orbarella (MonoGame) Devlog #2 - Game math & JSON data26 days ago
- 2nd MonoGame Project Devlog #1 - Concept & Early Artwork28 days ago
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