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Sounds of Footsteps

Hello everyone! It's time for another weekly devlog update, this time about footsteps and sound! But first, we know, we missed a week. We had our hopes up for our little Gumlin. We really did. But, unfortunately, it had found its way into a big supply of hallonbtar, devoured them, and then dozed of for the rest of the week. Hopefully it has learned a lesson and next time it will actually deliver on that blog post. But let's return to the real update! --- Author: Pontus "Sparkles" Andersson --- SO, footstep sounds, something that can be very important for a video game depending on the genre and usage area. In many FPS games they give spatial cues about other characters location, which in many cases is a tactical advantage. Another example, as in our case, is that particular footstep sound can help with establishing the physical presence of the player's character in the game world. This is done by accounting for two factors: the physical characteristics of the character itself, as well as the physical material that is stepped upon. We do already have footstep sounds in our game, but these were designed with a human character in mind. Since the player is not human anymore, there is an opportunity to re-designed them to match that fact. To have some inspiration to work towards, I imagined our character to sound something in the lines of a worker robot in a cargo bay -like a more flexible fork lift of sorts. In other words, heavy and clunky. I collected a bunch of different sounds that could fit that description and started layering them and just trying stuff out. Here is and example of what a typical footstep event could look like in FMOD:
This particular event is supposed to be played when the player steps on a metallic surface. Currently there are 4 sound variations depending on the surface type: metal, wood, a specific catwalk sound, and some textile (carpet). I'll add some examples for you to listen to. Metal.mp3 Wood.mp3 Catwalk.mp3 Ive also made it possible to mix and match, or blend, between materials. For example, should a carpet lie on top of a wooden floor (as they are known to do), we could blend in some of the textile footstep and lower the volume of the wooden one, like this: Wood_textile.mp3 In fact, it is extremely easy to blend any two (or more) material sounds together thanks to the implementation in FMOD. Currently every material and its corresponding sounds exists in a matrix view, and should you like to mix any two of them, you simply add one materials main event sound to the other one. it might become easier to understand with an image:
Each column corresponds to an unique surface type in the Unreal Editor. We can see that the Wood type only play the wood event, but the WoodTextile plays both the wood and textile event. From here its also possible to tweak some pitching or play around with an equalizer to further customize the blend (or single material sound for that matter).

Looking Further Ahead


Its worth mentioning that this is the first iteration of new footstep sounds and there are some stuff I would like to improve. For example, there isnt that much that suggests that the footsteps belongs to a robotic being. I would like to add some hydraulic whirrs or clinks that should anticipate the characters step. That could really spice things up! However, that is something that will have to be put on hold for now as these new sound are good enough for the time being. I believe this is a step in the right direction (no pun intended). Oh, one last thing! Gamescom is around the corner and were super exicted! While we are not attending physically ourselves this year, Mind Detonator will be there and spread our word for us! That being said, we have spent some time touching up previous pitch material and other stuff that is good to have in these scenarios. Thats it for this time! Thanks for reading and should you have any questions or comments, were available on our Discord.


[ 2023-01-30 10:59:26 CET ] [ Original post ]



Mechanical Sunset
Gumlin Games
  • Developer

  • Gumlin Games
  • Publisher

  • 1970-01-01
  • Release

  • Action Indie Strategy Casual Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
  • Tags

  • Game News Posts 11  
    🎹🖱️Keyboard + Mouse
    🕹️ Partial Controller Support
    🎮 Full Controller Support
  • Controls

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  • Review Score

  • https://www.gumlin.com/
  • Website

  • https://store.steampowered.com/app/1946760 
  • Steam Store

  • a Restless wanderer

    The City of Machines wanders restless through the barren wastes. Here, everything is machines; even the inhabitants. Ever onward, the City chases Optimum: the last, fleeting oasis of time left in the world.


    However, A New Threat Looms On the Horizon.

    a Mechanical Puzzle Adventure

    Mechanical Sunset is a mechanical puzzle adventure. In the game, the player will get the chance to explore The Wandering City of Machines; a place its robotic inhabitants have made home. This is a bizarre place where the warm, inviting lights of a cabin mingles with heavy machinery, cascades of sparks, and forests of wire and pipe.




    On their way through the metal jungle, the player will have to learn to operate the aging machinery; buttons, levers, gauges and lights guide you as you awaken the slumbering leviathan.

    Features

    • Navigate through the bizarre and unfamiliar world of the Walking City of Machines, where
      mechanical meets countryside comfort.
    • Encounter obstacles that must be overcome by learning to operate large and unfamiliar machinery.
    • Learn to interpret what the machines are telling you by reading indicator lights and gauges;
      connected to accurately physics-simulated components.
    • Manipulate the world around you using old, analogue control panels. Satisfying buttons and
      chunky levers are your means to get the old machines running again.
      • Careful: the inattentive player may end up breaking the machinery and have to rely on
        alternative solutions to get what/where they want.
    • Talk to the interesting robotic lifeforms around the City.
      • Discover their Wishes, Dreams, and Ideals.
      • Help them With their Tasks – Or Don’t.
      • Ask them for help with puzzles that you can’t crack on your own.
    • Discover the truth behind the temporal apocalypse.
      • Time is freezing, and it is up to the player to figure out why, and how to stop it.



    This is a game for people who like pressing buttons.
    GAMEBILLET

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