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

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