Planning a game's audio is an important part of game design. Just because we can do something with regards to audio, does not mean we should. Too much audio can be as off-putting as not enough.
The audio selected for the Cucumber Man game is intended to provide sufficient demonstration of how to import, configure, and script a game for various audio effects. To that end, the following audio will be implemented in our Cucumber Man game:
- Animations that require sounds:
- Cucumber Man
- Jump
- Throw
- Die
- Respawn
- Cucumber Beetles
- Eat
- Standing Run
- Die
- Cucumber Man
- Events that require sounds:
- Player Defeat
- Player Victory
We will perform the implementation in the next section.