Today was the last day of classes for the semester and I’ve already begun working on Moldering. When I last left off I was working on sound design. Last time I implemented some code to alter the position of the footstep sounds depending on where the player is (running on the left side of the screen played the sound more in the left speaker, and vice versa). Today I added some code to randomize the pitch of each footstep to avoid the “machine gun” effect. Without the bit of code I just added each footstep sound played exactly the same way each time… it’s easy to imagine how a machine gun firing emits the same sound on each shot. This goes a long way in keeping the player from being annoyed.
On other news Louigi Verona contacted me today and notified me he’s working on some new music for Moldering. That’s good news if you ask me, since he did some really cool atmospherical pieces for Moldering. I’ll have to post some of the new songs when hes done for everyone to listen to.
Like I said in my last post, I’m going to spend a lot of time working on the game design, and stay away from programming. So, I’ll be working a lot on the art, the environments, the gameplay, the world map, and sound and special effects work.
Aside from parallax scrolling, not a whole lot comes to mind that needs to be programmed at this point, other than the game specific events and enemies.
So, with summer comes a whole slew of new Moldering content. Stay tuned!
James
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