Twilighte wrote:Ok, i have started to test the complete module and have successfully finished testing of the Music and Key routine. Looking at the data it is quite conceivable that we may create further tune variations if Chema or Dbug dislike my choices or have better ideas.
Hey man! I like it A LOT. Your music variations are GREAT!
I will need help here. I lack experience in game programming, so surely some brainstorming or ideas would help...
Basically I need Twilighte (who designed the music and SFX and has a good idea what they can be used for), DBug (as expert in gaming) and any other volunteer to test the effects and let us know what you think they could be suitable for...
From the Music tracks:
00 is the main theme, what should be heard at the intro, and whenever the game is at the main screen (about to start).
01 is the Reggae variation. I'd say this could be very suitable for a PAUSE mode (I would like to add it) or at Infopost and other menus.
02 Drums. This could fit perfectly for long speeches (where the user must press a key to continue, basically, or at certain game moments).
03 Slow, dark variation. This could fit perfectly after diying (just before the user presses a key and restarts the game) but also as background in speeches (alternatively to the preceeding). Also a perfect background at some places, if played at low volume.
04 This one is quite animating for the player. Maybe it could sound for some seconds after a partial success in the game (I have to figure out when, but shouldn't be a problem... I hope).
In fact when I heard 02 and 04 I imagined them sounding after when the player has just acomplished something successfully and 03 after new challenges...
Now with the SFX. Most of them are incredible, but I have difficulties selecting where to apply them properly.
There are some beeps like 00, 02, 04, 05 that could be used for menus (advance, selection...), picking/dropping objects, switching characters, interacting with objects (when names appear)...
There are some that could be used for messages (in commlocks for instance), such as 09. Some alarms (not continuous), such as 0A, 0E can be used for power failure messages and other alarming situations. Continuous sfx such as 14 or 15 can be used whenever the situation is *really* dangerous (one for whenever power has failed and emergency lights are on, and the other when the user opens the life-support systems, for instance).
I just noticed one that could be used for opening/closing doors (in opposition to the two-version in AT, where one was increasing pitch and the other decreasing pitch) which is 01. I did not found the sounds for steps.
The one for the lifts could be 07, even if it is quite different from the older version (which also were two different sound, IIRC).
08 is also an alarm sound, but has something strange at the end. Also I think it repeats in 0F and in 18, even if the latter includes just one alarm sound in the begining.
I need to identify one for each time a character collides with an energy ball and maybe one when one character dies (just before the music).
I think we could have a very nice discussion about this, but I repeat I lack the experience to imagine where they would work better when playing...
Any ideas?
Some other sfxs are a bit weird for me, even if they are indeed nice, such as 06, 11, 12, 13. Number 10 is the weirdest
Again, Twilighte, you just excell making Oric play sound... I am quite impressed indeed
Chema