MUZBOZ Games
MUZBOZ Games
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Secret Keep - Dev Diary 25: Sound Propagation Fixed & Tweaked!
2024-03-11th 8:45am
- Finally tracked down my Sound Propagation bugs! HOORAY!
- I had an issue where "tracked sounds" (such as voice) were 'flicking' incorrectly in volume when in-sight / out-of-sight. Found the issue and fixed it up!
- I put a lot of work into the visualisation of Sound Paths thru the world (and fixed some dodgy sound-pathing code in the process), and also made a Sound Maker Test Object, which really helped track things down with consistent repeatable test cases.
- Also added Sound Nodes all around the outside of the towers, so sound can now go properly in and out of the buildings.
Now I'm finally ready to move onto the next things!
Disclaimer: I'm using Thief The Dark Project sounds as placeholders while testing and debugging.
zhlédnutí: 63

Video

The Resonant Blade - Gnasty Gnomes - Final Showcase Build
zhlédnutí 59Před 6 měsíci
The Resonant Blade was the major game project built by the Gnasty Gnomes team at AIE Melbourne 2023. I was the teacher who defined the pitch for this project and oversaw the production. The team did an amazing job at designing and creating The Resonant Blade to meet that pitch. You can DOWNLOAD The Resonant Blade here: hjclark462.itch.io/the-resonant-blade CREDITS Game Design: Sam Benson, Sophi...
Let's Play "Iron Honx" by Blendo Games
zhlédnutí 366Před 6 měsíci
This was really fun! Some great dynamics game out of some fairly straight forward elements. You can get the game here: blendogames.itch.io/ironhonx
Let's Play "Grotto King" by Blendo Games
zhlédnutí 287Před 6 měsíci
Thought I'd jump in and have a look at Blendo Games' latest upload, a little game called Grotto King. You can get it here: blendogames.itch.io/grottoking
Secret Keep - Dev Diary 24: Sound Propagation
zhlédnutí 75Před 6 měsíci
2023-12-25th - Xmas Update! A look at where I'm at with sound propagation, and laying the foundations for the AI Guards (and later, other characters as well). Disclaimer: I'm using placeholder sounds from Thief while prototyping and getting features working.
Secret Keep - Dev Diary 23: AI Progress!
zhlédnutí 58Před 8 měsíci
2023-11-05th 6:30pm Disclaimer: I'm using some placeholder voices and sounds from Thief: The Dark Project to help me develop the AI states and whatnot. These will be replaced one day with original voices and sounds!
Secret Keep - Dev Diary 22: Sound Propagation System - Guard Footsteps & Voices
zhlédnutí 64Před 9 měsíci
2023-10-20th 10:30pm Note: You can hear the directional audio in effect more-so if you wear headphones. Disclaimer: I'm using a bunch of Thief sounds in here as my prototyping and testing sounds.
Secret Keep - Dev Diary 21: Guard AI - Proper Foundations
zhlédnutí 85Před 9 měsíci
I've finally cracked into the proper foundations for the Guard AI. I'm using placeholder sounds from Thief 2 (Dan Thron's "Angry Guard") while I'm getting things up and working. I'll replace these at some point with some original voices! Uploaded 2023-10-01st.
The Last Exterminator - Steam Demo Level (Ironworks Games)
zhlédnutí 93Před 9 měsíci
Really enjoyed this forst level demo! What a blast. :) Play the demo and wishlist the game on Steam: store.steampowered.com/app/811760/The_Last_Exterminator/ By Ironworks (Nick London) @stupidhoroscope
Half Life: Alyx - VR Analysis & Exploration - Part 6
zhlédnutí 14Před rokem
Half Life: Alyx - VR Analysis & Exploration - Part 6
Half Life: Alyx - VR Analysis & Exploration - Part 5
zhlédnutí 10Před rokem
Half Life: Alyx - VR Analysis & Exploration - Part 5
Half Life: Alyx - VR Analysis & Exploration - Part 4
zhlédnutí 11Před rokem
Half Life: Alyx - VR Analysis & Exploration - Part 4
Half Life: Alyx - VR Analysis & Exploration - Part 3
zhlédnutí 10Před rokem
Half Life: Alyx - VR Analysis & Exploration - Part 3
Half Life: Alyx - VR Analysis & Exploration - Part 2
zhlédnutí 30Před rokem
Half Life: Alyx - VR Analysis & Exploration - Part 2
Half Life: Alyx - VR Analysis & Exploration - Part 1
zhlédnutí 38Před rokem
Half Life: Alyx - VR Analysis & Exploration - Part 1
Secret Keep - Dev Diary 20: Scenario System & Objectives UI
zhlédnutí 90Před rokem
Secret Keep - Dev Diary 20: Scenario System & Objectives UI
Baby Duckies on the Pond (2022-12-31st)
zhlédnutí 27Před rokem
Baby Duckies on the Pond (2022-12-31st)
Secret Keep - Dev Diary 19: Knight / Guard - Locomotion Base Layer
zhlédnutí 74Před rokem
Secret Keep - Dev Diary 19: Knight / Guard - Locomotion Base Layer
This Summer! "Honey, I Shrunk Puffing Billy"
zhlédnutí 95Před rokem
This Summer! "Honey, I Shrunk Puffing Billy"
Secret Keep - Dev Diary 18: From Mission Design to World Design
zhlédnutí 95Před rokem
Secret Keep - Dev Diary 18: From Mission Design to World Design
Secret Keep - Dev Diary 17: Game Concept Overview
zhlédnutí 171Před rokem
Secret Keep - Dev Diary 17: Game Concept Overview
Secret Keep - Dev Diary 16: FROBBING!
zhlédnutí 169Před rokem
Secret Keep - Dev Diary 16: FROBBING!
Secret Keep - Dev Diary 15: New Blackjack! Tweaked Menu Selection System.
zhlédnutí 47Před rokem
Secret Keep - Dev Diary 15: New Blackjack! Tweaked Menu Selection System.
Secret Keep - Dev Diary 14: Testing more lighting & weather conditions
zhlédnutí 35Před rokem
Secret Keep - Dev Diary 14: Testing more lighting & weather conditions
Secret Keep - Dev Diary 13: Improving Interior Lighting
zhlédnutí 28Před rokem
Secret Keep - Dev Diary 13: Improving Interior Lighting
Secret Keep - Dev Diary 12: Tower Generation Progress
zhlédnutí 60Před rokem
Secret Keep - Dev Diary 12: Tower Generation Progress
Super 8 Time Capsule: 2010-10-27th 160 Push 18fps ("The Eagle Returns")
zhlédnutí 23Před 2 lety
Super 8 Time Capsule: 2010-10-27th 160 Push 18fps ("The Eagle Returns")
Secret Keep - Dev Diary 11: Crossbow Guards - Voices & Bolts
zhlédnutí 176Před 2 lety
Secret Keep - Dev Diary 11: Crossbow Guards - Voices & Bolts
Secret Keep - Dev Diary 10: Towers: Entryway, Basic Rooms, Crossbow Guards
zhlédnutí 63Před 2 lety
Secret Keep - Dev Diary 10: Towers: Entryway, Basic Rooms, Crossbow Guards
Secret Keep - Dev Diary 09: Tower Generator - Adding Stairs - Lots more to do!
zhlédnutí 23Před 2 lety
Secret Keep - Dev Diary 09: Tower Generator - Adding Stairs - Lots more to do!

Komentáře

  • @rsport2053
    @rsport2053 Před měsícem

    Ken sent me

  • @styvensafar6302
    @styvensafar6302 Před měsícem

    Can this machine work for sequencer?

  • @brendanbarnett9070
    @brendanbarnett9070 Před měsícem

    When I think of you Muz - this is what I imagine.

  • @mohhingman
    @mohhingman Před měsícem

    King's Quest 3 was next level! KQ1 and KQ2 were casual romps, but KQ3 was the real deal!

  • @FrankGennari
    @FrankGennari Před 2 měsíci

    Looks great!

    • @muzboz
      @muzboz Před 2 měsíci

      Thanks! :D Still goin' 5 years later!

  • @Dan-rw8dg
    @Dan-rw8dg Před 3 měsíci

    make a rhodes kalimba

  • @muzboz
    @muzboz Před 3 měsíci

    Shout out to Brodie F. During this stage of development, I was going to hand-make a level for a story to happen! But I ended up changing my mind, and making it procedurally generated!

  • @OscarLeites
    @OscarLeites Před 6 měsíci

    Awesome work👏🏻😁🎮

  • @DubiousD
    @DubiousD Před 6 měsíci

    extremely impressive from this team wow

  • @RabidRango
    @RabidRango Před 6 měsíci

    tip: record audio and compress and boost it in audacity

  • @_Tonko_
    @_Tonko_ Před 6 měsíci

    Cool game, but was disappointed not hear MUZBOZ's voice :(

  • @_Tonko_
    @_Tonko_ Před 6 měsíci

    This guy's voice is hypnotic.... ASMR!!!!! I will put this on as a I sleep tonight

  • @_Tonko_
    @_Tonko_ Před 6 měsíci

    This was great! How does this guy not have more subscribers!?!?!?

  • @Cutting2Night
    @Cutting2Night Před 6 měsíci

    Thanks for that in-depth look! What a nice Christmas present 😁 Happy holidays! 🎄🎅🌟

  • @ehcmier
    @ehcmier Před 7 měsíci

    Very nice! It's pretty dang effective, and as a taffer, comforting in that paradoxical way. Merry Christmas, man.

  • @DalaiViD
    @DalaiViD Před 7 měsíci

    Do you find positioning the audio source in the doorway feels natural and isn't too confusing? I've built a couple of systems like this before and last time I used the path length to reduce the sound volume, but kept the direction towards the real source, so that the player can still discern the location of nearby guards accurately. Putting the sound source in the doorway means all the sounds will stack up in the same place, not sure if that amount of fuzziness adds to the tension or if it makes the sneaking frustrating since you can't tell where the guards are exactly?

    • @muzboz
      @muzboz Před 7 měsíci

      That's a really interesting point, actually! I've not tried it without the re-positioning of the sounds. Perhaps just applying suitable FX (volume damping, LPF, Reverb) could be enough to just make it all work! Without positioning it in a doorway, or opening through which the sound came. I guess I just felt like the sound, in real life, would come via an opening, and you'd hear it there, even if it had bounced around to get to that opening. I really need to test it with a better level generation algorithm, so I have more extreme cases of the layout of rooms and hallways, and see how that feels. I could always try making them play from their actual source position. :D

  • @Setayesh-eg2fc
    @Setayesh-eg2fc Před 7 měsíci

    💙🦋📷

  • @ehcmier
    @ehcmier Před 8 měsíci

    Noice!

  • @DalaiViD
    @DalaiViD Před 9 měsíci

    Looking good! One option to improve performance could be doing the sound pathing on a background thread

    • @muzboz
      @muzboz Před 9 měsíci

      Of course! I probably need to look into how to use different threads, and do that with a few things actually. Thanks!

  • @ehcmier
    @ehcmier Před 9 měsíci

    Of course, I love that you are working on sound propagation. Kudos!

  • @Cutting2Night
    @Cutting2Night Před 9 měsíci

    Always very happy to see another Dev Diary! Thanks :) I was wondering: Is the islands height value range temporary or are you planning to change the generator values into something more flat in the future? Also regarding the building generation: How do you feel about letting it create corridors from which different rooms are accessible? Thanks again for putting so much love into the project! Keep it up! :)

    • @muzboz
      @muzboz Před 9 měsíci

      Good questions! It's good to hear your questions, as I get a bit blinded by some aspects of the game, and hearing what stands out to you as weird looking, or whatever is helpful! :D Does your gut tell you the lands are too lumpy and bumpy? Not enough flat land? (Makes sense!) I do have a bunch of plans around flattening out areas to build on, such as putting a village area over a broader flattened area, or a walled town being built onto a flattened out area. I really haven't even started doing proper "level design generation" except for putting a castle on a random position on the map. Not the best level design! Haha. The building are currently built in a very placeholder way... it's a basic "fill the tower with random rooms" algorithm. But yes, it really should be built using an algorithm that plans things out more, with ideas I've had such as having more public rooms as you enter, then going into more private rooms, and even secure rooms beyond. And it could also have corridors, halls, etc. All the algorithms and methods for doing level design need a whole lotta work! Happy to hear any other suggestions or thoughts! :D

    • @muzboz
      @muzboz Před 9 měsíci

      Actually, getting a proper working AI in, is kinda the first step towards doing more work on level design algorithms. Because they go hand in hand, along with having mission objectives. I really need them all in there and working, before I can make more meaningful steps to improving each one. I'm excited about having a better foundation for the AI now. It's one of the things I wanted to work on the most, as I love games like Thief because of their rich fun AI characters!

    • @Cutting2Night
      @Cutting2Night Před 9 měsíci

      I can absolutely relate! I'm still playing Thief on a regular basis and I just can't get over the fact that, to this day, it is such an atmospheric, immersive (obviously^^) and fun gameplay! Big inspiration! Thanks for sharing your ideas and plans on Secret Keep :) A village or a walled town sounds really exciting! Lots of possibilities to sneak&explore there. I bet doing an interesting and intricate level design by procedural generation is hard to figure out and very time consuming. I do like the bumpiness of the current islands! Especially when I'm thinking about adding cliffs and a lot of rock assets to it as soon as the set dressing begins :) I think it depends on your world building if you wanna have flat islands as well. Maybe your world has different climate zones (more flat = caribbean-esque zones?) or maybe it only has big, rough cliffs (thinking about scottish themes here).

    • @muzboz
      @muzboz Před 9 měsíci

      @Cutting2Night Thief is so good. Oh my goodness. I made a level for Thief in about 2001, and revisted it and polished it up a bit more in 2014 or so ("Lady Lomat's Flute"). It was such a delight to just be working on that world, surrounded by the great guards, the wonderful ambiences and objects in that world. I've wanted to make a Thiefy game since I first played the game. Finally kinda cobbling together all the skills now to make it happen! (Also trying to put my own spin on it, with ideas yet to come). Yeah, it'll be interesting and challenging really trying to make levels that feel satisfying, varied, exploratory, and focussed on a mission goal... but all generated with different rules and algorithms. I don't really like games that are purely "randomised" repetitive gameplay. So I'm definitely trying to come up with system designs that will (hopefully) produce an experience that feels story-driven, atmospheric, and pulls you through to "see what happens next!"... but using systems and algorithms to do it. Fingers crossed it comes together kinda how I'm seeing it in my head! (But also, it's fun kind of exploring and discovering ideas as I go along, figuring out the design at the same time as how to make it a reality!) I do have different biomes, including flatter "beach like" islands, and things... more thick foresty ones... but yeah, I need to solidify the ideas of what are the different places the player can go, different regions of this archipelago, what races live where, and how the story and conflicts ultimately weave through that. Hopefully more on all that in the not-too-distance-future! I'm also still trying to figure out what release for this game would look like. Do I try to completely finish a v1.0 version, and put it out, complete and whole? Or would an Early Access sort of thing work, where there's a full playable experience, but it gets more depth and breadth added over time? I don't want to keep working on it forever, trying to make some ultimate perfect thing, with the risk of maybe never putting it out. I really want to lean the other way, and try to get something compelling out sooner, even if it's a bit more streamlined (with room to grow and blossom more fully). Just thinking out loud now! :D

    • @Cutting2Night
      @Cutting2Night Před 9 měsíci

      Oh really? Lady Lomat's Flute? I gotta check that one out :D I guess I can find it on TTLG? Very interesting! Thanks again for the insight. I really admire the persistence and passion you put into this project! Early access seems like the best way for indie devs to release their projects I think. You'll have immediate feedback on all sorts of things. One thing I haven't really figured out yet is how I would go in presenting the story of the game in early access. Would it just be gameplay and the story would be unlocked upon v1.0 release? Or would you go on and just show a little part of the story? Not so sure about this one.... Anyway I guess EA release is optimal for low budget productions because we can develop the game with the community or rather like-minded people to be precise. They sometimes can show us the right direction for our games :)

  • @ehcmier
    @ehcmier Před 9 měsíci

    Foundational integrity established!

    • @muzboz
      @muzboz Před 9 měsíci

      Getting somewhere! :)

  • @muzboz
    @muzboz Před rokem

    TWIN IT UP.

  • @muzboz
    @muzboz Před rokem

    The "tutorial tip notification" noise in Alyx is WAY TOO MUCH like the Discord notification noise! It made me actually stop the game, and look through all my other programs just to see what was beeping. Turns out it is just the Alyx popup tips. :D

  • @jimmythejuicy1489
    @jimmythejuicy1489 Před rokem

    Please make a letsplay of Half Life Alyx :))

  • @wckoek
    @wckoek Před rokem

    Hello, does the MRS-8 records in Wav or in proprietary format that requires convert? I am looking at this or a Tascam, not many machines with midi out these days.

    • @muzboz
      @muzboz Před rokem

      It saves the audio in a silly proprietary format, that needs to be converted if you want to drop the tracks into a DAW or something. Quite annoying!

    • @wckoek
      @wckoek Před rokem

      @@muzboz that's too bad, this one have internal effects and drum machine that the Tascam don't have, I have to look for Tascam instead if it was not WAV. Thank you for your info!

  • @PabstFilms
    @PabstFilms Před rokem

    Love it!! Thanks for pointing me at it. You have a great eye for telling a story. Sorry it took me so long to respond to you. Best of Luck, Herbie.

    • @muzboz
      @muzboz Před rokem

      Thanks Pabst! I've still got my Krasnogorsk sitting around in a little case somewhere too, but I never put any film through it! :D All the best.

  • @cesarvalerio4292
    @cesarvalerio4292 Před rokem

    Great tutorial greetings from Brasil

  • @DuzzOnDrums
    @DuzzOnDrums Před rokem

    Mission system turned out great!

    • @muzboz
      @muzboz Před rokem

      Yeah, it came together well! I'm really happy with it. Having all the little custom data chunks has made it really easy to work with, when showing the Objectives UI in-game, and checking off objectives during gameplay, etc!

  • @Cutting2Night
    @Cutting2Night Před rokem

    Back in Action! 😁👍 Happy to see another Dev Diary!

  • @ehcmier
    @ehcmier Před rokem

    Kudos! Glad you have been able to keep noodling at it, too, and not insignificantly, especially with work and all. That's just great.

    • @muzboz
      @muzboz Před rokem

      Thanks Echmier! I'm excited to have gotten these systems together. I'm looking forward to getting back into some of the more hands-on creative activities like making different biomes, and tinkering with moment-to-moment gameplay.

  • @DalaiViD
    @DalaiViD Před rokem

    Very cool! Having that mission structure tying the generated islands together instantly makes it feel more like a complete game. Once you have something to upgrade with the gold, I can see this being really addictive. Have you considered keeping the sailing parts first person too (e.g. like Sea of Thieves) to keep it all immersive feeling, in the classic Looking Glass sense?

    • @muzboz
      @muzboz Před rokem

      That's an interesting idea, of having sailing in first person. I should try that out some time to see how it feels. Could be quite cool, right down at water level. :D I should watch/play some Sea of Thieves to see how they do it. (Would be nice to have their sweet sweet ocean tech as well!) :)