DevLog #10 - SOUNDS OF THE GHETTO
Hello everyone!
Our work goes at full steam, but we’ve found a while to say you something more about the game. This time, we'll turn in some other direction and say more about the sound and its role in the Drug Dealer Simulator.
The audio is one of the most important elements of games, can’t doubt that. Apart from the soundtrack itself, it is the ambient sounds that play a significant role here. They are one of the elements of constructing the world and the atmosphere of the game. In this case, it was necessary to create a set of records that would suit our friendly ghetto.
The term "friendly" is, of course, strongly exaggerated. We will not meet here stereotypical happy families from American sitcoms. We are dealing here with a district, inhabited by the lower social strata, often escaping from the unpleasant reality with the help of stimulants, and regularly rubbing off with the law enforcement. That's why the sounds of screams, shots, or police sirens will be our usual day in the ghetto.

When you cross the streets or alleyways, you'll come across a variety of noises coming from the surrounding homes - from loud music and TV to hard discussions between the residents.
The last ones can also tell us some straight-from-ghetto stories, so sometimes it's worth to perform the nosy neighbor :)

But sounds don’t play only the decorative role, because they may turn out to be very useful for our job.
Unfortunately (or fortunately), the cops aren’t able to become undetected. Their Walkie-talkies, steps, and even their dialogues can give us an advantage. Hearing the approaching justice can help in avoiding it.
Sometimes our own steps or actions can work against us. Not only our visibility can attract unnecessary attention, but also the sounds we make. Each of them has a defined audible area, which determines whether or not it will be heard and how much attention it will attract. The difference between running and walking is the simplest example. Fast and strong steps around the corner can attract more attention than their slow and low tone. Their detectability can be modified with skills. We can shrink the audible area or low the sound attractiveness by investing in the proper abilities.

That’s all folks for this week’s devlog! We also remind you about our Discord server where you can discuss the game and any other subjects. We're also there so don't feel shy to say hello :)
https://discord.gg/pMNmbVM
Have a great weekend and see you next Friday!
Byterunners Game Studio & Movie Games
Our work goes at full steam, but we’ve found a while to say you something more about the game. This time, we'll turn in some other direction and say more about the sound and its role in the Drug Dealer Simulator.
The audio is one of the most important elements of games, can’t doubt that. Apart from the soundtrack itself, it is the ambient sounds that play a significant role here. They are one of the elements of constructing the world and the atmosphere of the game. In this case, it was necessary to create a set of records that would suit our friendly ghetto.
The term "friendly" is, of course, strongly exaggerated. We will not meet here stereotypical happy families from American sitcoms. We are dealing here with a district, inhabited by the lower social strata, often escaping from the unpleasant reality with the help of stimulants, and regularly rubbing off with the law enforcement. That's why the sounds of screams, shots, or police sirens will be our usual day in the ghetto.

When you cross the streets or alleyways, you'll come across a variety of noises coming from the surrounding homes - from loud music and TV to hard discussions between the residents.
The last ones can also tell us some straight-from-ghetto stories, so sometimes it's worth to perform the nosy neighbor :)

But sounds don’t play only the decorative role, because they may turn out to be very useful for our job.
Unfortunately (or fortunately), the cops aren’t able to become undetected. Their Walkie-talkies, steps, and even their dialogues can give us an advantage. Hearing the approaching justice can help in avoiding it.
Sometimes our own steps or actions can work against us. Not only our visibility can attract unnecessary attention, but also the sounds we make. Each of them has a defined audible area, which determines whether or not it will be heard and how much attention it will attract. The difference between running and walking is the simplest example. Fast and strong steps around the corner can attract more attention than their slow and low tone. Their detectability can be modified with skills. We can shrink the audible area or low the sound attractiveness by investing in the proper abilities.

That’s all folks for this week’s devlog! We also remind you about our Discord server where you can discuss the game and any other subjects. We're also there so don't feel shy to say hello :)
https://discord.gg/pMNmbVM
Have a great weekend and see you next Friday!
Byterunners Game Studio & Movie Games