Hello GAMERS. Three things this week- starting from the top and the reason why I addressed you as that.
I've recently been working with someone by the name of Doublecap Productions on a small project (linked account is fairly new- feel free to give a follow. ignore the "Productions" part, it's really just one guy lol). Basically approached me and asked "hey can I get a couple sound effects for my game?". Sent me some footage- looked interesting. Dev seems sane, and dare I say it: the game is even kind of fun.
As of writing, there are about 50(-ish) sound effects in the game that I designed. You'll probably know them when you hear them- they're more 'sample-y' if that makes sense. I've also attached the folder of my SFX to this post.
If you've played any Galaga-like where the player is darting left-to-right while a bunch of vaguely spaceship-shaped enemies take potshots at you from overhead, you probably know what's going on here. Dodge the projectiles, shoot the enemy. You even get a belch to deflect projectiles! Not kidding: you burp to parry. Ultrakill wishes it had this.

When you shoot enemies, they drop little bits of cake for you to eat. In a normal title, this would give you like, idk +100 points or something. Who cares.
However, this is a fat fetish game. It's a mechanic. As you collect pickups, your character (her name is Silly Sally!) constantly gets bigger. And yes: this means your hitbox gets bigger too.

There are a few various types of cake that have different effects, but the main name of the game is "eat food, get bigger". You can try to avoid the food, but will quickly find that to be frustrating at best and futile at worst. Combat is a mixture of projectile-dodging and careful timing to knock bullets away.
(hint: you'll notice that your parry is also fueled by collecting food...)
If your moves and reflexes are sharp enough, Sally will have plenty of calories and gas to perform a handful of enemy-devastating super-abilities:
See how far you can get! First 20 stages are the "let's slowly introduce new stuff" portion, and things quickly ramp up in difficulty from there.
If my info is correct, they plan on adding more bosses and playable characters later down the line. Might cook up a small trailer when that drops.
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Quick something I made just to be sure I can still design big room-shaking belches after a month of not really touching Reaper. GIF is below for posterity's sake but like... y'know... audio is kind of the point of this one 🥴
(also, this section is called "slurps" because the pic is vore. Don't expect to see it in any full-on projects or anything, just wanted to try designing the "crunchy" sounds that come with that sort of stuff)

I did a similar thing back in March and showed it off to the $10 guys.- pretty sure most of you haven't seen this yet? Not because "hehehh only my ~finest patrons~ can see THIS content 😈" or anything, but just that I'm not entirely satisfied with how it came out. Vegas Pro has some good tools for image manipulation, but also plenty of drawbacks (ask anyone how often they ctrl+s).
I've been looking at a few programs for supplementary edits (e.g. Live2D, Spline, Blender). Nuke is the one that's seeming to "click" the most for me so far, but not sure.
Might either touch this up, throw it onto the 𝕏 timeline as-is (most likely option because the project file for this is a mess lol), or sit on it for another half-year inexplicably.
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For funsies, you get to choose what order I post these in:
Sister of Scarlet ~ Liplocking Lunatic (Touhou, fullbody inflation)
A Fine Day For Explosions (Chainsaw Man, fullbody-ish (mostly belly) inflation + popping)
SNR Progress Log #2 -- "What does 'VN-like' mean?" (i.e. visual mockups and mulling over who I might want to do what, artstyle, etc)
Might choose myself if it's close. Vote below!
Swell Reads
2024-10-20 02:32:14 +0000 UTCEdwardHoliday
2024-10-20 00:49:48 +0000 UTC