Working with a team.
author: Riley Darling
Posted on 4/26/2024
This week was a lot more team focused than last week, I didn't realized when we started just how much we were going to have to work with each other to implement simple events. Being on sound design, most of my week was finding good assets to use for sound then when it came to actually implementing the sounds the best I could do was make a helper function in the GameInstance to make it easier for the person who had the player checked out to add that code in. Along with this, I learned that helper functions should be as useful as possible. The only parameters I added to my play sound were the actor to play it from as well as the sound or array of sounds that should be played. I didn't add volume, or pitch shift, or anything else that could've been useful that led to the killing sound being incredibly loud.
Going forward, I will take more time to consider how the functions I make will be used and where the best place to implement them would be. I will figure out everything I can do to make the other team members lives easier if they have to implement my sound into their work. While being a generalist means you get to work on whatever is needed, it also means that you only get to work when something isn't already being worked on by another member. I have learned a lot of what I should be doing this week, and have gained some experience I believe will help me in working together and side-by-side with my team.
In Plain Sight
Status | In development |
Authors | 6SidedStudio, TrayCoats, Jonathan Kohl, wunt, Kyu, Glitch, DeltaCompany |
Genre | Puzzle |
Tags | Fantasy, First-Person, Horror, Stealth |
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