Saturday, August 11, 2012

Upcoming Patch

In the upcoming patch we decided to get slightly more ambitious with the way we handle sound in the game. More specifically, with how we handle the background drone tracks.

While working on the climax of Chapter 3, it became painfully apparent that the current music system was hopelessly lacking. Since the game will only become more and more dependent on music and sound in Chapter 4 & 5 we decided the time was ripe to chuck the old system and begin from scratch.

The old system could only handle one track and would fade that track out while transitioning from one room to the next. This was done so the music wouldn't become grating during a long load. The code was obviously written some time ago, when speedy connections were still pretty rare.

Nowadays, loading a room takes a few seconds or less, so the music never really becomes a problem.


With the new system, the music will just keep on playing when you transition between rooms (provided they play the same background track), seamlessly modulating the volume and pan of the track.

In the end, we hope adding background tracks will be a lot easier – so a room can have two (or more) background drones, unnoticeably blending while you walk around in the world. In a game so dependent on atmosphere and mood, these small system changes makes a huge impact and we really hope you'll like it.

We're also working on a system that broadcasts interactive hot spots if you press the space bar. Searching for what you can and can't interact with (pixel hunting) is one of the most tedious tropes of adventure gaming, and we're glad to see it alleviated.

Is there another feature you'd like to see in the game? More auto save points? More interactive objects? Just write a comment and we'll take your suggestion into account.

Cheers,

 - a