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Games Com 2022

We decided to go to GamesCom this year at relatively short notice. This was such a typical RxB impulse decision in a meeting before we all went on vacation. Accordingly, the planning was chaotic. But the trip itself was very nice, which is why we want to capture it in a little travelogue. GamesCom is already a highlight.

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MDM founding initiative MEDIAstart

Hey hey! After a very varied year 2021, we are starting the new year with tailwinds: We are happy to announce that we are now part of the second MEDIAstart year.

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Postponement of the release date for COYOTE

Hello there,

We are pleased to announce that we will be postponing the release date for COYOTE until further notice. “So why are they happy?” you might ask yourself. Because we have a great luxury problem.

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COYOTE devlog #2

Last week we completed all main features for our Audio Manager. It's not a performance dangerous area of the game, so we did it completely in GDScript. Godot has a nice audio mixer so we used that and only wrote some code to make it easier for us to interact with Godot's systems.

COYOTE has 4 main areas we use audio in:

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Last week we completed all main features for our Audio Manager. It's not a performance dangerous area of the game, so we did it completely in GDScript. Godot has a nice audio mixer so we used that and only wrote some code to make it easier for us to interact with Godot's systems.

COYOTE has 4 main areas we use audio in:

  • Normal sound effects. Those get prioritized, so sounds of agents attacking the player will be louder than gameplay unrelated sounds.

  • Round robin sound effects. A script layer that chooses different sounds automatically, so they don't sound too repetitive.
  • Soundtrack themes. Mainly used in cutscenes and when talking to the "gods" of a species in the soulworld. Each species has it's own theme
  • Ecosystem feedback layers. Each species is one instrument in a song. When the player is in the soulworld (and no sountrack theme is playing) we mix the volume of each instrument depending on how dominant the species is in the ecosystem. The idea is that the soundtrack gives the player a (sub-)conscious feedback about the state of the system.

Gamestudio aus Leipzig

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