Made a game where sound is sight - ECHOPULSE

I made a game that uses the ever-loved raycasting system to build a world that basically runs entirely on it.



I set it up so the entity can only track your sound, so when you make a sound from walking or running (running emits more sound), it records a timestamp and a ping of where that sound happened, and the entity reacts based on that.

My favourite part is actually my custom leaderboard and shop system. I had to totally destroy the system to get those to work so I set up modular scripts like this:

And had several large scripts read data from this and populate the shop, badges, inventory etc so players can change skins or titles easily. I also made it so badges can be equipped as custom titles on the leaderboard like [HOPE] Player 1 - ALIVE
ALIVE is the status like if they are alive or dead. Also had to strip Roblox’s default spawning for this lol. I also like my Ghost system, so dead players act as other entities that can sabbotage the players still alive. Keeps things tense.

Here’s a link to the onboarding video: https://youtu.be/c-cF5GXUvJg

What do you think? I definitely plan to add more when I can, but I have to be grinding these job applications lol.

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Super excited about my latest update! Starting with the pulse controller, I have updated it so the orbs propagate from the character instead of the camera even with my custom character logic!


I also added some optimized pooling to further improve performance instead of creating and destroying hundreds of orbs. The new transparency shifting and movement maintains a crisper look.

Next big thing is modular map generation!


My biggest problem was that the game became too predictable which ruined the eerie feeling of not knowing whats around you. Now, even if you are the owner like me or someone who has won over 10 rounds, nothing will look the same! I made a bunch of custom made modules (to keep the tense look of tight areas and fragment spawns) then randomly assort them next to eachother, hiding the connecting walls if used.

I also added dynamic color changes for the orbs when players get close to fragments or ghost orbs as a visual cue, and some rooms are different colors to emphasize hostility (some constantly increase your noise while in them)




I added some hidden loot and items too, currently I have RESET and NULL items to reset your noise or prevent it from increasing temporarily.


Just need to finish the ghost objectives and swap out the skins, but this is what I have gotten up to since my last update and I’m curious to see what you guys think!

Since my last update, I added the random ghost objectives, a new item, and a few more details for polish. But I wanted to dive into an issue that came up in player testing and feedback.

New Work
First the new ghost objectives!


There are a few ghost objectives ghosts can find now, and dead players have the option to become a ghost or go back to the lobby. The lobby is the only time you can switch out your skins or spectate, so it might be nice to have that option. Currently, 2 of the objectives can turn some spaces into red or orange zones, which are noise environments that can also randomly spawn on the map when the round starts, but unlike the original zones that have items and treasure, these objectives just create the noisy environment randomly with no added loot. Another item creates what I call a “void” by limiting the vision of alive players. Ghosts finishing ghost objectives earn them coins, and there is also ghost orbs which all ghosts can find to trigger a corrupt mode.




I also made it so players can carry 1 fragment at a time, and a cool effect shows around them to let them and others know they have one. In order to bank coins found in hidden treasure or the ones earned from fragments, the player must deposit a fragment.

The new item I added is currently called GLASS, which can be used to make noise on another player, which can be helpful to shift the entities’ attention (provided their noise goes above yours) or simply kill them if you want their stuff (might need that fragment lol).

Mechanism Background
I added these kinds of mechanics because the game tends to feel very empty without these chaos rules. Before, you could find the fragments and otherwise ignore everyone else in the game, but now random item spawns, treasure, ghosts, and other players introduce a level of unpredictability that makes it hard to know what will ever happen. The entity is very straightforward, loud noise draws its attention, whoever has the loudest noise gets its full attention. It’s simple because everything else can be complex.

The Issue
The issue that came up in player testing is that the fragments are very punishing. Some dislike the design being too dark and punishing for fast movement (the whole point is to slow down and think), which I might not do much about, but some really like the design but feel rushed and helpless as soon as they engage with the objective. When you pick up a fragment, your noise meter will steadily increase, which is a problem because if the entity was already on you, then it won’t leave until you deposit the fragment or someone else makes a louder noise because your noise meter won’t go down. After depositing a fragment, it will go down, but there is a large spike of noise during the deposit, which could be risky. This is all pretty intentional, but it was reported to me as a bug. Players get anxious and freak out because the entity won’t leave them, and the world is getting darker and redder by the second. It’s pretty intense, and if you end up in a red or orange zone, especially with a fragment, your game will end pretty quickly (even I had a very hard time in these areas, and I even cheated!)

I’m thinking of addressing this by making the orange and red zones less common and easier to get in and out of like other zones, and I’m planning to add a drop option for fragments, so in a last-ditch effort, a player can ditch the objective. A big issue was the items as well. These items are made to support players in these very situations. You can null your noise or reset it alltogether or make someone else louder, but players didn’t even know they existed, and if they did have them, they didn’t know to use them. So they aren’t very descriptive and are spherical, so they blend in with the world around them, unlike the ghost objectives, which are very distinct. So I’m going to change their design and make them more prominent when a player has them, maybe some tooltips too. I can imagine that if players don’t know that they need to find these early, then the game becomes very difficult.

It’s also true that the very core mechanic of the game is too much. It’s intuitive that when playing a game, especially on Roblox, you want to move quickly and accomplish things fast, but this game requires the exact opposite. You don’t need to creep around the whole time, but you do need to dial it back and think, which might not be something players are willing to do too often. I’m working on this by adding these kinds of environmental cues like the fragment visual when a player has one, world tinges orange or purple for player or ghost objectives, world tinges black and red when noise is high, etc. All things to remind the user what’s good and bad, but it might need some work.

Conclusion
Right now, I think it’s just a bit of polish that I need to work on. I already have everything people need to be able to play the game, and more options for progression will happen in the inventory aside from just badges and skins (also needs to be more prominent since nobody knows it even exists lol). Once people know what they have around them that can help, and the unease from those around them that may or may not help them, will truly shape this game. I have gotten so much positive feedback through my YouTube shorts and those who have joined me, which means a lot, and I’m very excited to take this game to new heights. It started as a very basic tech concept


To a full game ready to adapt to all kinds of players and devices (console coming soon!)

This game is absolute peak and should be featured on Roblox’s App Store Advertisement so the entire world can see.

Full stop.

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Thanks I really appreciate it, and that would be pretty huge!

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Neat. Always thought this should be added into roblox games such as Forsaken as a mechanic. I respect the work.

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It feels like it’s been longer but it’s only been 5 days!

Since my last update I went back and worked on a few things because I was a little annoyed at myself for not trying harder to make the game easier to play.

The new and improved visual system
I’m a bit more of a visual person so I’m just going to show it.



I revisted my raycasting system (again) and this time added depth to it. I adjusted it so that it can adjust the orbs size and transparency around the corners of objects so that if you take a random screenshot of the game you can actually see the room instead of a bunch of random dots.

The new pickup hints + fragment dropping



Items and Fragments now have a helpful hint above them to make it clear its something you can (and should) be interacting with even if the object itself is a little hidden.

I also made it so fragments can be dropped, since that was a significant issue in my earlier testing. So in a last ditched attempt at survival, you can give up the objective! Nothing wrong with that, just pick it back up after your noise has settled down after a couple seconds. I added some small hints above the items too so players know how to use them.

The HUD system upgrade
I actually don’t talk enough about the inventory and HUD system, but it’s one of the parts of the game I’m most proud of. I adjusted the the button so it stands out more and have found more people claiming their new badges much more and unprompted which is good, because there is no customization if you don’t even know that button exists.


I made some adjustments so that badges stack properly instead of randomly, so now the most relevant badge that the player can claim the soonest will be on top followed by latest.

I also did a pretty big overhall on the shop system so I could try rolling out a new experiment.


The featured section is largely to encourage users to purchase the top item (sorry I don’t get paid to do this so I do push it), but the new tabs on the top right are what I’m gonna be talking about.

I will tune its look a bit more, especially since it doesn’t need the skins featured section, but now players can buy items that they can start the round with. You can get these items pretty quickly just by playing the game which is why I kept it cheap, but I’m trying this out because it might be interesting to start the round a little more prepared. I will expand on the tabs eventually for some more options like effects and emotes in the future.


This isn’t HUD related, but the end game results now show the coins earned in the match properly which are awarded at the end of the match with this display.

I also revisted the AI logic and adjusted it to be more consistent, and the map to generate more reliably.

Curious to see what you guys think, and I’m glad I’m rolling this out since it looks super cool!