Troglodyte In Underbelly: Overlapped Horror
Author: Daniel Reder The underbelly cave system is meant to create an atmosphere that is both scary and somewhat confusing. Because of this, the elements of the underbelly need to be unpredictable, yet constant. There must be elements that will trigger enough to keep the player immersed, but not at a pace that can be recognized. To handle this, I created an object I call the Soundcue. Soundcue's all know about each other, and hold a list of sounds that can be triggered by the player entering a collider. Once the players has entered any of the triggers connected to the object, the sound will play in an area near the player that they cannot reach. This will disable the other triggers, in order to prevent sounds from overlapping each other, as this would easily break immersion. After the sound finishes playing, a delay up to a set maximum will be set, not allowing any sounds to play until the delay is over.