Experimental build: new sound system, more sounds, performance improvements


I was going to put out a public build today, but I’ve got enough “not quite finished” stuff that I’m holding off for a few days.

New sound system

I switched to FMOD (from Unity’s built-in audio system) a few days ago. It’s an audio engine that makes it a lot easier for me to create and iterate on audio.

This involved removing all of the old sounds from the game, along with a bunch of assets that I was using to organize them. I’ve put most of the sound back in now, but there’s still some stuff that needs doing.

New sounds

I’ve added a few new kinds of sounds. You can hear some of them here.

With intense aural violence enabled, you’ll hear some crunches as prey as is broken down. You’ll also always hear glorping noises as prey is absorbed.

The basement got a few ambient sounds. Spooky.

Other stuff

I optimized how entities ask for information about light levels. This shouldn’t really matter for most of you, but if you’ve been spawning dozens of copies of Fen to chase you around, the game ought to run a little smoother now.

I switched to a new icon set, and I’ve also taken the opportunity to make input icons a little fancier – they now do a little bounce when the action is performed. Also, actions that require you to hold the button down will visibly fill up!

Get Predatory Pursuit

Download NowName your own price

Leave a comment

Log in with itch.io to leave a comment.