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19122020

Got my five new rooms done today, including at least one unique one. I also cleaned up the loose item descriptions in some of the Create events. Except for the character-based ones (ie examining beds adjusts to Avery’s fatigue level), all of the observation ones have been consolidated in a single script, which will make translations – amongst other things – much easier to deal with should that become an issue in the future.

Lastly, I spent some time working on audio. I manually cleaned out all the birdsong from the daytime forest ambience, so it feels a little bit more empty now. I also added a very low-frequency drone to the ambient audio sublayer. I’m not sure if it’ll have the intended effect… but I suppose that can only really be determined by playtesting. I’ll leave it in for now, and continue to experiment with it as I go about re-inspecting and readjusting the audio where necessary.

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