Hello! Hope you all are doing fine!
Welcome to another weekly devlog: this time about sound redesign of our current red fusebox!
Back in May we exhibited a demo of our game at the Nordsken convention in Skellefte. From there, we managed to gather some helpful data on several aspects of the game both on things that worked, and on things that could be improved. Touching upon the latter, one such thing is the tricky part of conveying information to the player regarding the state of an active puzzle (or part of it). An example of this, and what we will talk about in this devlog, is the fusebox.
--- Author: Pontus "Sparkles" Andersson ---
At the moment our fusebox doesnt have that many sounds connected to it which doesnt aid a players understanding of whats going on and what they have to do. Thus, the aim of this redesign is both to improve on the feedback given to the player, as well as creating a more unified sound experience when interacting with the fusebox.
Jumping into it, we first need to break down the fusebox into its individual components:
We have the breaker, which is essentially a handle or lever with two settings: engaged or disengaged. The state of the breaker dictates wether the fusebox is connected or disconneted to an external grid.
We also have the main unit: the box containing a slot and lock for the fuse. The lock is meant to keep the fuse in place, and is required to be in the engaged (locked) position in order for the unit to work.
And last we have the fuse(s) which we slot into the main unit. These currently have two states: broken and healthy, with the latter state, surprise surprise, being the one you need.
These three component dictates the overall state of the fusebox, meaning, all three of them needs to be in the good state at the same time in order for the fusebox to function.
Here is a visual representation of the components and the current sounds attached to them:
The name of the sound gives a clue of when the sound is played, and the color correlates to whether that state is good (green) or bad (red).
As seen in the picture, there arent many sounds that would help a player understand whats going on. The picture even looks empty. Additionally, the lock and breaker share the same sound effect for both of their states, and the fuse sounds the same regardless if its healthy or broken. Hopefully, these are some of things we can address.
This is the visual representation of the components and their sounds after the redesign:
Key changes includes:
the lock and breaker receiving their own interact sounds (and with distinguishable state variations).
the fuse sounding differently depending on its state, as well as if the fusebox is connected to an external grid or not.
the addition of an overall state sound.
Ive rendered a demonstration video which includes the before- and after sounds. Ill attach it below so you can have a listen yourself!
Link to video
That concludes this weeks devlog! P terseende!
Mechanical Sunset
Gumlin Games
Gumlin Games
1970-01-01
Action Indie Strategy Casual Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
Game News Posts 11
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
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https://www.gumlin.com/
https://store.steampowered.com/app/1946760 
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.
- Careful: the inattentive player may end up breaking the machinery and have to rely on
- 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.
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