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Contributing - Music
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So Where Are We At?
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7/11/2012 2:35:50 PM,
Old PRE-ALPHA topic
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21 months ago by
ScottyP
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Hey Dan,
So what's the status in terms of music being contributed? Are we coming up to the deadline anytime soon or has this whole process been extended?
Thanks!
ScottyP
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21 months ago by
Vertigo1
Audio Director
Keen Software House
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Hey Scott,
To put it mildly, I've been quite busy since we swung into full production. Thanks for your patience.
Contributing music has no official deadline, to my knowledge. Once we get pass this next build/milestone I'll finally have a chance to frequent these boards again. In the meanwhile, here's a rough overview of what yours truly has been working on. No I didn't write it just for this post. :)
Miner Wars Audio Development Notes:
August 25, 2011
The following audio systems have been developed as follows during the current year:
Ambience/Movers:
• 134 new sounds total
• Environmental sound effects
• Sounds to accompany visual effects
• Radio Chatter from each faction
• Variations on doors, hatches, elevators, lifts
Interface:
• 22 sounds total
• Editor feedback sounds
• Front end feedback sounds
Impacts:
• 105 sounds total
• Normal/High/Incendiary/Explosive round impacts per each target material
• Collisions with player/other/object per each target material
Music:
• Official sound track now has 19 tracks total
• No Man’s Space (From official sound track) prepared as 49 in-game event-driven music sections
• Main menu now has 8 original tracks
• 24 in-game ambient tracks
SFX
• 55 new sounds total
• Ship specific HUD, tool, feedback elements
Vehicle:
• 72 new sounds total
• On/Off load engine sounds for each ship type, Electrostatic Ion, Chemical, Nuclear
• Flyby cues per ship type
• Drilling, sawing, harvesting, tools, general feedback elements
Voice:
• Voice lines recorded at Tribeca Flashpoint Academy in Chicago Illinois during July 2011
• Unique Allied, Patriot, Chinese and Russian wingman dialects captured for each faction
• Approximately 10,000+ lines in the pipeline and being implemented
• Special thanks to (a fraction of my former students):
David Bruff
Thomas Cashdollar
Kevin Cullnan
Nick Grbich
Joseph McCarty
Richard Nitz
Anthony Popelka
Yahir Vergara
Joseph Crylen
Lawrence Cushion
Oliver Dallas
Steven Dobias
Spencer Hector
Brian Hennigan
Alex Mininni
Jake Pagel
Jesus Rodriguez
David Skala
Jordan Stalling
Weapons:
• 129 sounds total
• Close/Far variations for explosions
• Normal/High variations for weapon fire
• Miscellaneous feedback elements
I'm also in the process of moving about 1200 miles away from the Midwest... and I really miss Chicago, but not the humidity. Whew! So keep em coming, I'll be back as soon as I can. Thanks again!
-
Dan Wentz
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21 months ago by
TerranLiason
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(OoO) That is an amazing amount of work.
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21 months ago by
DoomGuyJack
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I like the idea of space-russians.
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21 months ago by
RJC0235
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lol space russians "American space ship, Russian Space ship, all made in China! " *hits dashboard with a big spanner*
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21 months ago by
TerranLiason
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No, not China......SPACE China!
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21 months ago by
krylus
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*hits dashboard* *spanner breaks* AHH THIS IS MADE IN CHINA TOO! I'd be scared if I worked for NASA, I hear they are shipping the guys over to Russia to use their program, which has a lot less safety protocols, and we all know how Russian stuff breaks often. (unfortunately)
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21 months ago by
Powell
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A personal request that peoples music contributions don't sound like how people always joke about porno music bow chiga bow wow lol.
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21 months ago by
TerranLiason
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This is............was............a serious thread about serious music. I think you're safe.
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20 months ago by
ScottyP
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Dan,
Thank you for that detailed explanation. I imagine that it's extra involved to do the SFX and music.
Have a safe move and keep up the good/hard work and we'll look forward to hearing from you.
-Andrew P. Scott (ScottyP)
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20 months ago by
Powell
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I actually was being serious... i really hate it when the game music is always overly repetitive and the sound has no relation to the theme of the game. The music should have emotion behind it and that doesn't mean techno or overly done rock stuff. Putting the wrong type of music can immediately change the purpose of the game. If its to aggressive sounding then it takes away the strategy or scary feel and replaces it with guns blazing. Honestly i didn't really like the music in Descent at all when i look back at it. The cd track from #2 was cool n all but completely unrelated.... Music effects people in alot of significant ways and really can make a difference on how a person likes the game overall. A general example would be to have the music go completley silent when in a sketchy area of any game rather that constantly adjust mellow to loud music.... I ramble alot =D
Oh and obviously that doesn't apply so much to the online version...was more for the actual singleplayer game version
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LOCKED
7/11/2012 2:35:50 PM,
Old PRE-ALPHA topic
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