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A rarity-family-specificity-proximity system in a shader toy.
System realized with FMOD and Unity.
For this experimental-toy-shader game, the concept is quite simple: you do things with your mouse, you unlock new visions and memories, and each of them has a rarity level and a family it belongs to. The cursor that you move around is connected to its "egg" at the centre of the scene, but also to its barrier, at the edges, that triggers the unlocking of a new vision.
In FMOD, I've setup a lot of nested events and command instruments inside of a "Master Event" that basically checks 1) what vision is being unlocked 2) what rarity it is 3) what family it belongs to. With this information, it alters the transition SFX and loads in the next family instrument + unique soundscape for each memory/vision.
When holding the left button, the cursor is "activated" and the musical soundscape is triggered. As long as the cursor stays in the egg, the sound is being processed and muffled, but when the cursor gets away, various parameters are activated: the speed, the position from the edge and the position from the centre.
It's nothing too complicated, it's actually quite simple, but it works well, and I'm happy with how it turned out.