Any views expressed within media held on this service are those of the contributors, should not be taken as approved or endorsed by the University, and do not necessarily reflect the views of the University in respect of any particular issue.

Sound adjustments for the improved version of the game.

  • 1. We want to make the game difficulty of each level upgraded and the gameplay different. Therefore, the first two levels make a sound when it collides with an object, and the last two levels make a sound when it is close, and the closer the distance, the louder the sound.  As shown in the figures, AK Event and AK Ambient are used respectively. Before using this method, I wanted to expand the object’s sound range, so I chose to turn up the object’s collider and use AK Ambient at the same time. However, through various attempts, I found that when Wwise and Unity are well connected, the object cannot make any sound. After research, it was found that the “Position” in Wwise should be changed, and then the AK Ambient should be changed to “Start”. The above goal can be achieved without relying on the collider size. 
  • 2. Add hamster sounds to the project.

Appropriately adding the sound of hamsters while the player is walking can make the player more immersive. I thought about how to add some random hamster sounds more simply, so I chose to make some invisible cubes scattered everywhere and add random sounds to them. But if I do this, I need to consider the route the player takes. There are many uncertain factors and it is also very cumbersome. Then I thought of making four invisible cubes near the four walls. From the player’s perspective, when the hamster hits the wall (or furniture), it will make a sound. It will also be more lively.

  • 3.  The sound levels of several objects in the bathroom and studio room were uneven. I adjusted the levels of each object to be more balanced so that no one object would be heard to be too loud. Add an appropriate amount of reverberation in the bathroom and radio sound in the kitchen to distinguish the different environments and textures of each space.

  • 4. Complete the ending sound design. There are now five endings, which are 0, 1, 2, 3 and 4 correct objects. Each sound design is different, but all are very interesting and creative. Place the 5 ending sounds on the 5 spheres in the last hamster room. When the player plays through it once, a unique sphere will appear based on the correct number he chooses. The player can get a piece of sound design audio by touching that sphere.

  • 5. Add ambient sounds that match the scenes in four rooms.
    I’m having a problem adding ambient sounds. The method I use is to use a large cube to cover the entire room and then make it invisible. Add AKEvent’s AKTriggerEnter and AKTriggerExit functions to the cube to start and end ambient sounds. However, after using this method, the ambient sound can be played in the room, but it cannot be stopped when leaving the room. Then we used the AKState function, but it still couldn’t solve our problem. Later, after a long period of trying, I finally discovered the problem. This is because the gameplay of our game is to teleport to the next room when the player touches the door. It may be because the player is teleported to the next room without completely passing the edge of the invisible cube, so the stop function cannot be used. I put some distance between the cube and the door and tried again. The ambient sound can be played and stopped normally.

  • 6. Add jumping and footsteps sounds. This is achieved by changing the first-person controller code. Use different footsteps sounds on different floor textures.

 

  • 7. Add guidance voice.

At the beginning of the game, play “Hi hamster here, let’s collect some interesting sounds for your own sound design. Touch this sphere and listen carefully”.

When entering the toy room, play “Remember the sound you just heard. Touch the object and listen. Now select the only object that sounds most similar to you. If you’ve made your choice, just walk out the door to the next room”.

Play “In this room, you only need to be close to the object to hear it” in the bathroom room.

Play” This is the end about your sound design, go ahead to touch and listen”. Play after a few seconds “If you want to restart the game just press the escape”.

 

Improvements to the sound section of the game after Hamster Hearing’s demo day

Wwise section/sound section:
1) The sound part in the bathroom should have reverb, so that it is in line with reality, and will be improved later.

2) According to the hamster’s natural habit of travelling at night, all the scenes are set at night, the ambient sound at night is relatively quiet, add the ambient sound at a later stage to create a sense of real atmosphere.

(3) The lack of voice guidance or text prompts leads to players not understanding the game through the mechanism, and will be added later prompts or prompts text.

(4) The main character hamster lacks other sound effects except footsteps, and some hamster sounds can be added later to increase the playability.

(Above is a hamster call that our group imitated earlier using a human voice.)

(5) In addition to the main items in the room sound effects, the lack of other unrelated to the passage of the content of the sound, but can create an atmosphere, the follow-up can be added to the decorative sounds, such as the radio playing music to create an atmosphere.

Liyuan Wang

Presentation day to draw problems and improvements.

After the group presentation stage, many teachers and classmates tried to play our game, and we received a lot of recognition, and they also put forward some opinions.

I collected a few people’s thoughts on our game.

One person said that the game is more interesting, and the fourth level is the most challenging and difficult because the current sounds themselves are similar and each sound is relatively long. When several sounds are superimposed together, it will be difficult to identify which sound is the target sound. This was actually our original intention when designing this game. Our goal was to make each level more difficult than the last. However, after players reminded us, we also found that this method has problems, because it will cause the sound to be too noisy, unpleasant to listen to, and lose the meaning of “fun”.

Another person said that the player perspective in our game is relatively low, and other objects in the room are relatively large. It is difficult to see items placed on the table and is inconvenient to jump on. The way we modify this is to reduce the gravity of the First-Person Controller so that the player can jump higher when jumping.

By observing the player’s status, we also discovered several problems ourselves. For example, when playing games, there will be problems with poorly made models. I have tried my best to solve these problems during the subsequent project improvement process.

In terms of accuracy, some players who major in sound design do not have as high an accuracy rate as other professional players. This may be because the target sounds we selected for each level were processed. Students majoring in sound design are more sensitive to sound changes, so they may clearly hear the difference before and after sound processing. Therefore, when selecting items, there may be no similar sounds to choose from. This requires players to compare carefully and not be fooled by processed sounds.

Preparation of the presentation

Regarding the exhibition of our game, we design and consider from the following directions in order to show our game better.

1.Space design

Regarding the space design of the exhibition, we chose to use the sound lab space to display our game, because the sound lab is a symmetrical space, and we can use a large monitor to connect to the host computer to display the game screen. But because we don’t need to use the whole sound lab space to display our games, we plan to rent a pair of stereos from the school and place them at the two ends of the monitors to play relaxing music to bring out the atmosphere of the whole venue. The sofas in the room will be arranged in two rows for gamers to take their seats. One player at a time. Black Flag and C Stand were rented from the school to build a roof to mimic the feeling of a hamster’s burrow. At the end, place clean blankets between the two rows of sofas to mimic the softness of a hamster’s bedroom floor. Below is a diagram of the layout of the design.

2. Game poster and logo design

I designed posters to promote the game and to make people remember it. The overall colour of the poster is the hamster’s colour, yellow. It contains a brief description of the game’s purpose and zooms in on the main key words so that people can get a direct idea of what the game is about. The logo was also designed to be memorable.

Final version of the poster

                 

First draft of logo

   

Final version of logo

3. Game content concretisation

We endeavoured to complete a complete gameplay process, which would include the construction of four different themed rooms and the recording and processing of selected sounds for each of the four rooms, as well as the sound design for the correct composition of the results. Give the player a complete game experience flow.

css.php

Report this page

To report inappropriate content on this page, please use the form below. Upon receiving your report, we will be in touch as per the Take Down Policy of the service.

Please note that personal data collected through this form is used and stored for the purposes of processing this report and communication with you.

If you are unable to report a concern about content via this form please contact the Service Owner.

Please enter an email address you wish to be contacted on. Please describe the unacceptable content in sufficient detail to allow us to locate it, and why you consider it to be unacceptable.
By submitting this report, you accept that it is accurate and that fraudulent or nuisance complaints may result in action by the University.

  Cancel