📅 Date: 2024/03 - 2024/09
⏱️ Time: 2 months (100%)
🧑💻Role: Sound Design / Technical Sound Design
🛠️ Softwares: Reaper, Unity & FMOD
🌧️ Project Overview 🌧️
Rainbound invites players into a captivating 2D platformer world crafted with enchanting pixel art. The game stands out not just for its vibrant visuals but for its unique approach to storytelling. Designed as a cinematic experience, it draws players into a beautifully animated realm where every part of the game feels like stepping into a living, breathing storybook.
🛠️ Automated Footsteps System Overview
It operates by raycasting downward into a collider with every frame of the walking animation. If it detects a collider and finds a tilemap, it retrieves the tilemap's name (as shown in the second screenshot) and updates the global surface parameter in FMOD to reflect the current surface. To address cases where objects are simply sprites with colliders, I implemented a fallback to check for sprites if the raycast doesn’t hit a tilemap. It then follows the same process to ensure accurate surface detection.
🛠️ Tools - I’ve also developed some useful tools to streamline my workflow. For instance, I created a tool that automatically assigns unique icons to folders based on their names. This feature was first created for only the audio folder, but later got refactored into becoming a way of organizing other folders aswell. This feature makes organizing and navigating through folders much more intuitive and visually clear, helping me keep track of various elements more efficiently. It also worked pretty well with our naming conventions, so i decided to implement it for the whole project
🛠️ Tools - In addition, I developed a script to enhance the visibility of sound container icons, making them more distinct and easier to locate when searching for audio-related objects. This improvement helps streamline the process of managing and identifying different audio elements.
🛠️ Tools - I also created a custom editor script to improve the user interface experience. This script darkens the background of the inspector UI and adds highlighted boxes around relevant areas, making it easier to navigate and interact with important elements. These tweaks significantly enhance both the functionality and aesthetics of the editor environment! (You can see the examples below!)