Sound Effect Updates in Not a Clone

This week’s Dev Log update on Not a Clone isn’t graphical, but rather, auditory. Specifically, this week’s update is on the sound effects that plays within the game’s menus. The video below demonstrates the changes made to the auditory experience of the game (background music* has yet to change, though).

Full credit goes to Chase Bethea for putting together these sounds so quickly.


One other fine-tuning worth mentioning: we’ve made Disco Hexagon and other similar minigames easier to play by making the controls and obstacle placement more obvious to the player:

Disco Hexagon5

In comparison, here’s a screenshot to the older, more cryptic game, which immediately had the walls converge into the middle at the start of the game:

Game10

We hope this change provides a much more pleasant experience to the player.

* All music created by Kevin MacLeod (incompetech.com)
Ouroboros“, “Local Forecast“, “Hidden Agenda“, “Winner Winner!“, “Beachfront Celebration“, “George Street Shuffle“, and “Carefree” are
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/

Prototype: Murakami Progress #02 (November 2014 #OneGameAMonth)

Last time, I was working on making Unity-chan move in a pre-defined, on-rails fashion from point-to-point. Today, I implemented a button to turn the character around 180 degrees at any point in the game. Additionally, I cleaned up the running and turning animation so that the character moves very smoothly. Lastly, I updated the physics so that the player can climb and descend hills pretty easily.

PrototypeMurakami02

The screenshot above shows my work-in-progress with the rail system. Like Killer7, the intent is to have several branching paths. As of now, the connections between each points are working, but the ability to choose which direction to go when approaching a fork in the road is not. Hopefully that can be implemented tomorrow, making the prototype of a navigation system complete.