Script:
Scene 1:
In reaction to trying to leave the room without the phone, said defiantly:
- “I can’t leave without checking my texts”
Scene 2:
On clicking on the mark on the wall, said formally:
- “That’s not a pretty site”
In reaction to trying to leave the scene without the umbrella, said nervously:
- “It looks dangerous, I should find something to protect myself”
Scene 3:
In reaction to leave the scene without pendant, said with a worried tone of voice:
- “I should look around, even if I don’t want to”
On clicking the pendant, said also with a worried tone of voice:
- “This is mother’s pendant”
Scene 4:
As scene starts, said in a mortal combat themed way:
- “Fight!”
When clicking the zombie, said as if fighting:
First click, Angry:
- “Argh!”
Second click, Confidence:
- “Take This!”
Third click, Panic:
- “Stay away from me”
When one more click is needed to kill the zombie, said again like mortal combat:
- “Finish him!”
When zombie dies, relieving:
- “Finally…”
Said like mortal combat:
- “Overkill!”
Scene 1 (Bedroom)– Sound Effects
Phone-
Record my phone vibrating on the desk. Do not record the ring-tone going off as it is a music track and recording it may breach copyright laws.
When the phone is picked up I would like a dial-tone to sound this can be recorded by going on my phone a accessing the sound files and recording it this would be less time wasting then setting the tone for my phone and waiting for a text or a phone call. Alternative I record the tone that is heard when pressing the dial pad on a home phone.
Eerie Wind-
I must either record the wind at the end of the Morecambe Stone Jetty or I can try to imitate the sound of wind using my breathing. I want the wind to be a slow but very strong so if imitating i must try to control the pace of my breathing.
Speech-
Record my voice acting out the text already written in the game, this text is written as a script above and is a guide of what I have to say for each scene and how it should be said. This is part of planning my sound effects.
Scene 2 (Stair Animation) – Sound Effects
Character walking down the stairs-
This sound effect is for the fully animated scene where the is character walking down the stairs and into the next scene, for this I will need to record the sound of someone walking down the stairs, to do this I will record myself going down the stairs in my home, holding the recording implement close to my feet in order to gain a higher quality recording of my feet in contact with the stairs.
Alternatively I could ask another person to hold the recorder while stood at the bottom of the stairs although this won’t be as higher quality recording but it may be more realistic as the sound should getter louder as I walk to the bottom of the stairs, this could also be more effective to the tension as sound gets louder the tension in the games atmosphere should increase which is probably a vital asset to a horror game that builds by tension.
Eerie Wind-
It should be already recorded. If not refer to Scene 1 for information on the recording process.
Speech-
It should be already recorded. If not refer to Scene 1 for information on the recording process.
Scene 3 (Hallway) – Sound Effects
Grabbing the Umbrella-
This sound effect is for when the player clicks the umbrella and will probably be coded into the EvenListener ‘grabStaff’ in the Action Script this will make the sound effect play once it has been clicked. I want the sound effect to be rustling noise, to record this i will mostly likely go for the most realistic approach that being grabbing an umbrella and rapidly shaking it around hoping for the right sound. If this approach is unsatisfactory I will instead do the same thing with a newspaper and/or magazine to give the desired sound effect.
Eerie Wind-
It should be already recorded. If not refer to Scene 1 for information on the recording process.
Speech-
It should be already recorded. If not refer to Scene 1 for information on the recording process.
Scene 3 (Outside-Front) – Sound Effects
Moving tree-
This sound effect is for an animated tree that will attract the player to click it. This being a tree i want the sounds to be the rustling of leaves, to get the sound again i will firstly go for the more realistic approach by going in my garden and rustling the bushes with a recorder near by, if this doesn’t give a good enough result i will improvise by grabbing a couple of full crisp packets and shaking them.
Tree animation-
In this animation i plan for a cat to fall of the tree to do this i will need a combination of the previous sound and a recording of a cat. I can do this two ways, i can somehow convince my cat to meow (this can be done using cat treats) or alternatively i can imitate the cat’s meow myself although not authentic it may be a big time saver
Eerie Wind-
It should be already recorded. If not refer to Scene 1 for information on the recording process.
Speech-
It should be already recorded. If not refer to Scene 1 for information on the recording process.
Scene 4(Outside-Back) – Sound Effects
Zombie-
This will be the main part of game so all effect should be of a high quality. Firstly i am going to need to having a couple of recordings, the zombie’s voice should represent someone a few seconds from death in this way i believe that the zombie can’t really speak but have a heavy breath and a stuttering scream. To record this i am going to imitate what i think i zombie would sound like, holding the microphone about 10 centimetres away from my mouth i am going to slowly inward scream(this is the process of screaming while inhaling), this will produce an out of breath stutter of someone trying to catch their last breathe.
I will produce many different kinds of inward screaming and will perhaps even combine recordings together. Different sounds will represent different things such as the different levels of damage on the zombie this will indicate to the player that they have hurt the zombie and that they must repeat what they have done to defeat it. I will most likely code the sound into a EvenListener meaning it will only sound once the zombie has been clicked.
I may use the zombie noise through out the game as a background sound to add to the atmosphere, similar to resident evil nemesis when fighting ‘Nemesis’ in the police station you can hear ‘Nemesis’ roaring and roaming around and when you can’t the tension rises further due to the old suspicious thought ‘It’s too quiet to’
Eerie Wind-
It should be already recorded. If not refer to Scene 1 for information on the recording process.
Speech-
It should be already recorded. If not refer to Scene 1 for information on the recording process.