I’ve finally finished the demonstration software. The main delay was working out how to make the sounds stop when you looked away from them, and then how to make them play again once I’d terminated that sound channel.
The only other technical thing of interest is the addition of a cross hair; I found that it was disorientating not knowing where you were pointing, so I’ve added that. I made it yellow to contrast with the blue; and there are two tones of yellow there so if somebody is, uh, blue-yellow color blind, they should still be able to use it.
I couldn’t get the underwater sound effect to play constantly without it running over the icons. In the end I made another tile, the submarine tile, and used that as the underwater icon. I also couldn’t find a big ship engine sound that had been asked for – the one I have is clearly above water, since you can hear a seagull, but hopefully kids won’t pick up on that.
Also the torpedo sound is actually a rocket (as in, a space ship going into space rocket). I did find a torpedo sound effect on uboataces.com, but the quality was terrible. A rocket and a missile aren’t too different in terms of shape. I’m hoping kids won’t realise that the medium is different.
There was also a warship sound which I needed for the destroyer, but again, quality issues meant I had to find something else. The actual sound I found was a multi-engine aircraft, which kind of sounds like something big and muffled – perfect for underwater engines.
Lastly, my mother had contributed a lot of sound files that seemed promising, and if this game was anything like I thought it was going to be at the start, I would have loved to have used all the sonar pings. I did, however, get to use the speedboat sound effect. Thanks mum :)
Now I just need to package the whole thing up on my USB, make sure it still works, and then I’m done.