#wetstep
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At 167 moons old, Jaggedlake's body is finally found dead on the BrightClan border. Many cats grieve. But as much as he could hide his murder in life, it is much harder to do so in death. Jaggedlake finds himself in the Dark Forest, a place more befitting of one who would slay their own clanmates in cold blood
Yeah, i bet you fucking are, buddy
And now here's the part of the episode where we examine Jaggedlake's bloodline curse (that happened because of the secret murder because it's lore and i say so)
Children: Petalcatcher (102 moons old) (Adopted) Wetstep (Died at 31 moons, patrol) (Adopted) Palepaw (Died at 15 moons, infected wound) (Adopted) Goldflame (Died at 30 moons, murdered by rogues) Dustprance (61 moons old) Blackpaw (Died at 7 moons, patrol) Longstride (61 moons old) Berrykit (Died at 2 moons, kittencough)
Grandkits: Brownpaw (Died at 10 moons old, yellowcough) Mottlepelt (43 moons old) Leafstep (40 moons old)
#jaggedlake#petalcatcher#wetstep#palepaw#goldflame#dustprance#blackpaw#longstride#berrykit#brownpaw#mottlepelt#leafstep
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Sound Layering (Sound Design)
I know, I know, I was supposed to be finishing the push and pull mechanics, but for some reason one thing led to the other and I got carried away. While thinking about the sounds the pulling should make I figured I should start experimenting with it. In the meantime I have been watching various videos about sound layering and sound design in videogames. For this reason I started working on the sound design again and specifically the players sound design i.e. steps, breathing, watersplashes and so on.
Here is a representation of what is going on when the player is running through the environment.
All the different sounds come from an array, so I have multiple variations of each sound. When stepping on concrete there are atleast 6 different sounds of a foot stepping on concrete, this is to prevent ear fatigue. Each of these sounds is picked randomly and both the volume and pitch varies += 20%. This makes it sound like each sound is unique and will prevent the sound design from sounding repetitive.
Now most sounds have some form of logic, they’re conditional in a sense. Stepping on concrete sounds different than landing on concrete. Landing should probably sound harder and might even have higher pitch, it might also be the case that the landing sounds come from a different array(let’s say library). Here is where the layering is coming in. While running through water I also play a watersplash sound and when coming out of the water I also play a squishy wetstep sound. This will create even more variations, since random sounds are placed over random sounds with variations in volume and pitch.
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Shellclan Allegiances
Leader Shadestar - A long-furred white molly with striking hazel eyes. She's altruistic and an excellent speaker. She's 33 moons old and has -1 lives remaining and has been leader for 10 moons. Where did she get that life from? Where did the rest go? Daughter of Snappertooth
Deputy Snappertooth - A scruffy white molly with soft hazel eyes. She's faithful and a fantastic hunter. She's 105 moons old and is mates with Reedclaw and mother of Shadestar, Pierkit, and Lagoonkit.
Medicine Cats Lynxheart - A short-furred yellow tabby tom with sharp yellow eyes. He's strange and a great healer. He's 68 moons old and was formerly a medicine cat in another clan
Warriors Dunedive - A short-furred brown bengal cat with sharp yellow eyes. They're faithful and have a strong connection to Starclan. They're 112 moons old and moved to Shellclan 20 moons ago from Coralclan.
Gillshadow - A short-furred sandy-colored bengal molly with bright green eyes. She's responsible and a good teacher. She's 98 moons old. (Apprentice: Tidepaw)
Reedclaw - A long-furred tan marbled tabby tom with beautiful amber eyes. He's loving and a great speaker. He's 92 moons old, mates with Snappertooth and father of Shadestar, Pierkit, and Lagoonkit.
Ghostswipe - A curly-furred marbled red tabby tom with white markings and bright yellow eyes. He's confident and has a strong connection to Starclan. He's 90 moons old and mates with Wetstep. (Apprentice: Scalepaw)
Wetstep - A long-haired marbled silver tabby molly with teal-colored eyes. She's faithful and a good hunter. She's 89 moons old and mates with Ghostswipe. (Apprentice: Featherpaw)
Eelpelt - A beautiful long-furred marbled tabby tom with sharp pale green eyes. He's ambitious and extremely smart. He's 77 moons old and Tidepaw's surrogate father.
Fennelpond - A color-pointed dark grey and black molly with striking amber eyes. She's shameless and a great fighter. She's 55 moons old and mother of Featherpaw and Scalepaw.
Gullflight - A medium-furred dark brown tabby molly with soft pale green eyes. She's smart and wise. She's 43 moons old.
Sleekstorm - A short-haired black and white tuxedo-patterened molly with forest-green eyes. She's troublesome and a great hunter. She's 29 moons old and sister of Pearlstep.
Pearlstep - A gorgeous speckled grey and amber calico with darker tabby spots and lots of soft white spotting. She's shameless and an excellent fighter. She's 28 moons old, sister of Sleekstorm, and mother of Tidepaw.
Snookfur - A golden-shaded fluffy tom with ocean-blue eyes. He's loving and a good hunter. He's 16 moons old. (Apprentice: Castlepaw)
Apprentices Featherpaw - A silver tabby molly with striking amber eyes. She's ambitious and training under Wetstep's mentorship. She's 10 moons old and daughter of Fennelpond and an unknown tom and sister of Scalepaw.
Scalepaw - A silver bengal tom with soft dark blue eyes. He's loving and training under Ghostswipe's mentorship. He's 10 moons old and son of Fennelpond and an unknown tom and brother of Featherpaw.
Castlepaw - A medium-length furred dark grey cat with dark blue eyes. They're calm and training under Snookfur's mentorship. They're 10 moons old and were formerly a kittypet.
Tidepaw - A long-furred dark brown and orange tabby calico molly with soft yellow eyes. She's lonesome and training under Gillshadow's mentorship. She's daughter of Pearlstep and Eelpelt.
Kits Pierkit - A fluffy marbled grey tabby tom with large amber eyes. He's bouncy and energectic for his age. He's 1 moon old, son of Snappertooth and Reedclaw, and brother to Shadestar and Lagoonkit Lagoonkit - A scruffy white molly with bright yellow eyes. She's inquisitive and quiet for her age. She's 1 moon old, daughter of Snappertooth and Reedclaw, and sister to Shadestar and Pierkit.
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New 6-step Wetsteps Swim Ladders, Hydro Corner Bumpers, 3', 4', & 6' Post Bumpers, Harbor Cushions, Rubrail & much more! Stop by our store anytime Monday-Saturday from 9am-6-pm!!#
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#Buygore family, that lovable ginger child who goes by the name of @kennedyjonestho will be sprinting the trap at @StereoLive with special guest #heroesandvillians for our very first #WETSTEP Friday May 23rd Bottle service inquiries- email [email protected] for more information (at Stereo Live)
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Dripping in Gold, Even Wetter... :)Special Consideration for Teddy Rukspin's Boner :P Track to get the juices flowing. May you enjoy many puddles of love...
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Ricky cranks out another hit single.
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Reworked and optimized wet steps and water splashes
Something that really bothered me with the old wet step system was that the steps weren’t really blending with the environment. Let’s say the player has wet feet and he steps on an edge or uneven surface it would instantiate a particle system with a flat bilboarded texture that would fade out over time.
For this reason I had decided decals would be a smart way of blending those wetsteps with the environment. Something else that annoyed me was the instantiating and destroying of Particle Systems with my own “garbage collector”, which wasn’t really performant.
For this reason Object pooling was the right solution. The steps won’t get destroyed, but reused. The cycle would go something like; move a prefab to the position of the feet, set it’s starting color (dark black) and then fade out. This way the steps are constantly reused and aniamted over and over again.
In the meanwhile I figured why not make it so that when the player only has one wet feet only let that feet place wet steps. Before I was using on trigger enter/exit to determine if a player was in a wet area and now I’m using raycasts for each feet to detect wet surfaces.
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