Sound & Music Design
Music Software: FL Studio
Timeframe: 2 weeks
2D Artists: 2
3D Artists: 4
Date: Oct 2018
PickPon is a competitive 2-4 player, split screen local-multiplayer experience aimed at consoles. You play as a robot ball thrown into an arena where you must compete to collect as many objects as you can. The one with the most points wins!
Sound & Music
The additional challenge with this is that everything had to be done using physics, as that was part of the project's requirements given to us by Futuregames
The gameplay was designed to revolve around risk vs reward. The more objects the player picks up, the more erratic their movement becomes (Harder control and become easier targets for opponents), but the more points they can gain when reaching the drop off point. This aspect played a big part in increasing the intensity as players got more points
Points = 0
Tension = 25%
Points = 50
Tension = 50%
Points = 100
Tension = 100%
Torque is used to physically role the ball and Physics Linear Velocity to boost the player up for jumping. A separate function linetraces beneath the character to check whether they are grounded.
To help make the movement feel smooth, alot of number tweaking was required for the Linear and Angular Dampening as well.
I wanted the player's movement to become more unstable as they collected more objects, but not so unstable that they couldn't control their character at all.
My solution was to give each attached object a set of values based on their collider size, and then input those values through these functions to increase or decrease the player's sphere collider accordingly. That way, the effect of the protuding collisions from the attached objects would be reduced.
Boost the player character in the direction of the camera.
On input, I used a Set Physics Linear Velocity to boost the player in the forward direction of the camera, multiplied by a force amount.
When colliding with another player, if they are not thrusting simultaneously, their objects will be knocked off.
AUDIO & MUSIC
Sound effects were relatively simple. I'd build up the assets layering synths, sound libraries and recorded samples of my own. The sounds were then placed in a Sound Cue, randomized and then played in 2D from within the blueprints themselves whenever a certain action occured. Music was created in a specific way so that it would loop seamlessly when playing from the level blueprint