Spent a little time this week setting up my sound effects manager in Unity. Basically a nice little system that lets me assign spawn, updating, and destroy sounds to an object. For example the rockets shot by the rocket launcher have a thumping spawn sound when launched, then a looping whooshing as they fly across the screen, and finally a nice crunchy bang when they hit something and are destroyed.
Also extended this for use on weapons, so in addition to the projectiles they spawn, weapons can also have ‘warm up’, ‘firing’, and ‘end firing’ sound effects. Put this to good use on the Gatling gun which has a small ‘whir up’ followed by a nice meaty bullet firing loop, and finally a satisfying ‘whir down’ when the player stops firing 🙂
All sounds so far have been sourced from Freesounds.org and are offered under the Creative Commons 0 license (Super big thanks to all the talent folks who share stuff there. I will endeavor to have clear credits in the final game!)
Still have a few graphics related things to finish off, but it’s looking good at this stage for a public beta soon (Probably just an .apk on this site)
One of the big issues OUYA games seem to be hitting at the moment is the support of third party controllers. Seems at best devs are supporting PS3 and XBox controllers along side the native OUYA controllers.
To tackle this issue in Brutal Arena, I’ve been knocking together an in game controller mapping tool. Basically it works by auto detecting when an unknown controller is connected and pops up the following screen…
From here a player can use either an OUYA controllers touchpad or plug in a USB mouse and map buttons and axis on the picture of the OUYA controller to inputs on the unknown controller (Eg they click a button/axis on the OUYA controller image then mash buttons/sticks/triggers on the unknown controller until they can figure out what should be connected ;))
I have to admit it isn’t great asking the player to map their controllers (This stuff should just work out of the box) but they should only need to do it once since mappings are saved locally. Still need to do some UI and instructions to try and make this process as simple as possible.
UPDATE: Just added a simple ‘Controller mapping editor’ option so a player can go edit mappings after the initial unknown controller detection.