Official development blog

Monthly Archives: May 2014

Options, Revisited

cogmind_game_menu

Cogmind’s game options were first covered in a post last year, but the selection has since expanded, and because their number has grown closer to what will be their final state, I went ahead and implemented the in-game interface which I’ll be introducing here. My original intent was to add a new top-level options menu accessed […]

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Sound Design in Cogmind, a How-to

cogmind_sfx_explosions

Previous coverage of the audio development process has taken a look at everything except working with individual sound samples. They are of course the building blocks of the entire system–if they aren’t appropriate and each working to enhance the overall experience, then the game is better off mute. That would save a lot of time, […]

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The Audio Engine

cogmind_sound_classes_xt

Any game that wants to play more than just a few sounds, or tie sounds to the game in an interesting way, needs some kind of audio engine. This can range from something as simple as an in-house sound manager with per-sample volume controls to the powerful fully dynamic sound engine that is FMOD. FMOD […]

Posted in Dev Series: Sound Effects, Uncategorized | Tagged , , , , , , | 2 Responses

Weapon SFX

cogmind_thermal_sfx_subcats

While there are many non-weapon sound effects to be heard in Cogmind, a majority still belong to gunfire, lasers, explosions, etc. Like working with particle effects, before creating and assigning them to specific weapons the planned sounds were organized into subgroups according to their properties. Many of these properties were already taken into consideration during […]

Posted in Design, Dev Series: Sound Effects | Tagged , , , , | 7 Responses