TempestAura v0.1 to Now


Devlog: From Version 0.1 to Now – The Evolution of TempestAura

Hello, everyone!

It’s been quite a journey since the very first version of TempestAura, and I’m excited to share the progress made over time. From the initial concept to the current build, the game has evolved significantly, and I want to take you through the major milestones from Version 0.1 to the current version.

Version 0.1 – The Beginning: Concept and Core Mechanics

The journey began with a simple concept: creating a relaxing experience based around rain and soothing sounds. Version 0.1 was focused on laying the groundwork for the rain system. At this point, I introduced a basic particle system to simulate rain and a very simple sound setup for different intensities of rain. The goal was to provide a basic atmosphere with light, moderate, and heavy rain, and allow the player to adjust the intensity to their liking.

This version was a proof of concept, testing the viability of creating a dynamic rain system and relaxing environment.

Version 0.2 – Interactive Controls and Sound Refinement

In Version 0.2, I introduced a more interactive element to the game by allowing players to control the rain’s intensity. I added sliders to adjust the rain’s volume and the wind's direction, giving players more control over the atmosphere. This was an important step in making the game more engaging and interactive.

I also began refining the soundscape, ensuring that the volume and intensity of the rain sounds would match the player’s adjustments. By this version, the experience began to feel more immersive, with sound and visuals aligned to create a relaxing, dynamic environment.

Version 0.3 – Polishing the Experience and Adding More Sound Variations

Version 0.3 was focused on polishing the experience and adding more depth to the sound design. I integrated different sounds for the rain, with additional variations for car interior rain sounds, while removing the rain sound from under trees to create a more realistic ambiance.

I also worked on improving the rain particle effects to make the transitions between different intensities smoother, which helped make the game feel more natural and dynamic.

Version 0.4 – Visual Enhancements and Improved Sound Transitions

By Version 0.4, I shifted focus towards improving the overall visual and auditory experience. I implemented smoother transitions between different rain intensities and enhanced the visual appeal of the rain particles. The sounds also became more dynamic, with volume changes based on intensity.

The game felt much more polished, but there were still a few areas I wanted to explore further, especially in terms of atmosphere and immersion.

Version 0.5 – Dynamic Weather System and Player Control

In Version 0.5, I introduced a dynamic weather system that could respond to the player’s input. This was a significant step forward in terms of making the environment feel alive. I implemented both sliders and touch controls to adjust the intensity of the rain, allowing players to customize their experience.

The sound was further refined, and I began experimenting with adding thunder sounds at random intervals, adding an extra layer of realism and drama to the atmosphere. The control system for adjusting the rain and wind became much more refined, providing players with more precise control.

Version 0.6 – Expanding Sound Effects and More Realism

Version 0.6 was all about expanding the sound effects and creating a richer auditory environment. I focused on adding more variation to the rain sounds, including different intensities for car interior sounds. I also removed the rain sounds under trees and fine-tuned the dynamic changes in sound based on the rain’s intensity.

Additionally, I improved the rain’s particle system, ensuring smoother transitions and adding small tweaks to make the environment feel more alive.

Version 0.7 – Visual and Environmental Enhancements

In Version 0.7, I implemented visual improvements to make the environment more immersive. This included adding dynamic reflections on wet surfaces, splash effects when raindrops hit the ground, and more complex lighting adjustments that responded to the rain’s intensity. These features added depth to the visuals and improved the overall realism.

I also continued to refine the sound system, improving echo effects and the directionality of the rain and thunder sounds. The overall goal was to create an atmosphere that was soothing yet dynamic, with natural sounds and visuals that complemented each other.

Version 0.8 – Thunder and Advanced Sound Transitions

Version 0.8 brought a thrilling new feature: random thunder events. These were introduced to occur during heavy rain, adding a layer of intensity to the otherwise calm atmosphere. The thunder effects were designed to be random, adding unpredictability and excitement to the game.

I continued improving the transitions between different rain intensities, ensuring they felt smooth and natural. The thunder was integrated into the sound system, with directional audio that made the thunderclaps feel more immersive.

Version 0.9 – Preparing for the Final Polishing and User Experience Improvements

Looking ahead to Version 0.9, my focus will be on final polishing and optimizing the game, particularly for mobile platforms (iOS and Android). This will include refining user controls, ensuring smooth performance, and expanding the environmental effects further, such as adding wind and fog to enhance the mood.

I’m also focusing on optimizing the sound and particle effects to ensure that they run smoothly across different devices while maintaining a high level of immersion.

Files

TempestAura.zip Play in browser
3 days ago

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PS: Right now it seems to work only on mobiles. I'll try and fix it!