Audiopia Field Recording Game - Update 3

audiopia-update3.mp4

Hey Wigglers!

I’ve been working on a portfolio game of an atmospheric field recording game where you can capture the sound of creatures, environments, oddities, and create a capture log which lead to discoveries that drive gear progression (different mics, methods, etc.) and push the story forward.

This project is being built using Unity, C#, and Wwise.

See my first post for the asset list.

Update 3 - Crouch with RTPC - Stealth System Incoming

  • Added crouch with speed, camera height, etc. to my modified Starter Assets first person player controller movement script with button mapping to C.

  • Created a Player Noise Level RTPC where crouching state is checked every frame. Crouching results in lowered volume of the randomized footstep samples that are playing. It’s simple but will likely be attached to its own crouch footstep samples recorded using foley and applied with FX for the stealth state. Right now I am imagining EQ cuts and then a zoning in on whats being detected on the mic during stealth mode to make recording creatures or sounds more intense and focused. Footsteps are still placeholder library pulls.

I broke the game for a bit doing this but when I finally figured out the issue it was so satisfying and annoying because it was an easy fix the whole time (of course!)

What I would like to add to the gameplay loop soon:

  1. My first creature or wildlife.

  2. create a creature awareness/detection which triggers an initial detection SFX cue/stinger → causes it to run away if you pass a certain threshold or capture if you are stealthy and stable enough.

  3. A way to record or capture the sound with a success meter dependent on the awareness/detection threshold and mic placement properties.

  4. Put that sound in a capture log of recorded sounds and receive some kind of positive feedback/achievement with a reward sound.

  5. Make the microphone movable on a 360 degree axis and assign it to the mouse wheel → affects panning and recording → if bumped into something, can change the angle position. Right now it’s essentially pushing the whole boom back instead of two separate individual pieces.

  6. Create objects that have obstruction and to practice occlusion, diffraction, etc like a large boulder with a sound source behind it.

If you have any suggestions or ideas for features to add comment below - I am looking for any where I can show off my implementation skills for my technical sound design portfolio!