Summary:
In which a wait continues; another wait ends--and thus brings new audio; demo-packaging has begun; the pitch looms; and a boss-fight is (in part) prototyped.
Greetings and salutations!
This week's screenshot shows (in part) a start to the prototyping of a new boss-fight:
The week just past was a fairly active one--and one that brought a significant milestone--I feel:
To start with, while the wait for the lawyer continues--the wait for the audio-engineer is done!
And indeed, my experience with this new audio-engineer was a much easier and smoother one! It was still a process, with discussion, revision, and a few attempts on my part to convey just what I had in mind for certain sounds--but conversely, the audio-engineer was responsive and willing to work with me.
And thus, I do now have those certain pieces of audio that I had desired to gain! (And even one or two more!) ^_^
They're not exactly what I had in mind, I'll grant--but they're an awful lot better than the sounds that they replace.
And getting these things quite right can, I feel, be perhaps tackled at a later stage, should the game find a publisher and I thus take on a project-term audio-engineer.
The new sound-effects, then, have now been integrated into the game, including a bit of implementation as called for.
And with that... the content for the demo is, I believe... complete! 0_0
Which means that it's about time to start packaging up the demo, ready to upload. And indeed, I've begun this process: I've updated my build-script, created a program icon (at various sizes), added a keybinding-profile for gamepads, updated the version-number, and fixed some bugs that were discovered.
There is a technical issue that's holding me back a little bit--but I think that I'm going to take the simple way around that, and for the demo just not make use of the relevant feature.
As a result... I think that I may be about ready to make a final build, test it, upload it, and then... start sending out pitches... o_o
So... Wish me well for that, please! ^^;
All that said, the above didn't occupy the whole week: as the screenshot above shows, I spent some of my time in prototyping a new boss-fight: a dragon!
At the moment the dragon has three main sets of attacks, each assigned to a specific range from the player--melee, close, and long-range. Of the appropriate set, a given attack is then selected at random.
Further, it has one attack that is used at intervals regardless of range: a wing-buffet that sends the player flying back from the dragon.
And I have yet more in mind for this foe...
Finally, there were a few fixes and changes enacted in the week just past that don't seem worth detailing here!
That then is all for this week--stay well, and thank you for reading! ^_^