DEV

The Sounds of Survival

It’s the last week of the current sprint, and we’re working hard finishing up goals and adding a bit of polish to current systems. We’ve fixed a bug that was causing footsteps to play the wrong sound or no sound at all, so there won’t be any ultra-light-steppers in the game anymore. We’ve also added a new drinking sound so you can really enjoy the noise of a Manimal being slurped down.

Speaking of wet noises, the team has been focusing on giving Big Bob, our cannibal leader, his own voice so to speak. We’re working out his combat roar, his disapproving harrumphs when being shot, and all the other little smacks and gurgles his ample belly and twisted anatomy makes. If you’d like to read more about our inspiration and motivations behind which sounds we’re using, check out our latest Medium post about the sounds of survival in the world of Fractured Veil.

We’ve been adding plenty of sights to our sounds this week as well. We’ve improved our fire and smoke effects and added some new torch animations. Campfires have never looked better. Players running through the wilds should be able to see smoke more easily now, so they can join others in a song or sneak up quietly, and act out their favorite scary campfire story.

Our automated road system got some polish too. We’ve added more “road-side attractions” so players will have plenty to rummage through or take cover behind if they run into trouble. They may not be as involved as a Mystery Spot, or as iconic as the world’s biggest ball of twine, but the streetlights and other items alongside our roads help bring in a touch of realism and can be useful for players trying to survive. Here are some day/night shots of a couple of freshly completed roads.
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Finally, our GPU giveaway ends in less than a week. If you haven’t entered to win an XFX AMD Radeon RX 570 RS 8GB yet, you still have a few days. There are multiple ways to enter including letting us know your five favorite features in survival games.