Devlog #2: further work and the retro sound


As work continued I looked into using pro-builder for my levels, and attempted to use it to create a small room I would use to build the game's level design aesthetic around. Pro-builder became more complicated and unstable me, unfortunately, so I moved over to making levels with Blender. 



I had already started learning how to use the program and had even created a weapon model for a shotgun. The benefit to making a retro-style game like this is that the poly-count of a model is hardly an issue, as the computers back then weren't very powerful so its a very helpful style for when someone is just starting out. Also had to get used to UV mapping and material creation which was simple at first - though UV mapping haunted me for most of the project until I figured out that cube projection made UV unwrapping much easier and painless.


Development continued and not many eventful things occurred as I put sounds in to the project. I discovered that 11025hz was the sample-rate used in games like Quake 1 and Half-Life 1 to save space, and it resulted in sounds which fit quite well. However, while Audacity was happy with the low quality - Unity must've thought I had made a dreadful mistake, and would try to up the sample count to the more-common 44100hz. The simple solution was to try and compress the sounds as much as possible in memory - then overwrite the sample count back down to 11025, halting any upping of the sample count Unity tried to do and leaving me with a crisp, though muffled sound. Music was left at its sample rate of 44100 though - as in-game Quake 1's music was read from a CD as the game ran, keeping the high audio quality

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