SFX + Menus

This week I got audio working in the game, as planned. Creating music and sound effects takes me a very long time, so for now it’s re-used audio from the original Bleed. My goal is to create a functional demo first, and then spend whatever time I have left over making it polished and fresh.

I did add one new feature to my audio setup: sounds now fade the farther off-screen they originate. When a sound plays, I just measure the distance between it’s origin and the camera. Within a certain range (basically, enough to encompass any sound on-screen) they play at max volume, and after that they fade until they don’t play at all. It’s simple, but I like the effect.I also got to work making the menus for the demo! Just like the audio, they’re pretty rough, but I don’t need them to be complicated or ultra-detailed right now, I just need them to be there.

We got your main menu:

There won’t be any options in the demo, just straight into the game.

The pause menu, very familiar:

Weapon selection won’t be available in the demo.

And the level clear menu!

I’m debating adding “clear time” to this menu. I probably wouldn’t grade players on it, but it might be nice to indicate…?

At this point I’ve almost assembled the bare bones expected of a public demo! Next week I’ll properly integrate the menus, and then finally start working on refining the important parts, like the actual gameplay, bosses, levels, difficulty, etc.

Also, the Indie Megabooth has announced that PAX Prime submissions open later in the week… so it’s a damn good thing I’ve had to put this demo together. There’s so much still to do, but I might actually pull it off…!!