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46  Development / Audio / Oracle - Music sample on: September 06, 2009, 08:39:36 PM
Pretty much just playing around with my sequencer upgrade. The title is only tentative; I thought it was the only thing that seemed to fit. Of course, it doesn't need to tie in with the story, nor does the title need to stick. Just gives a bit of an idea of what the track could sound like. Now, my one concern with further development of this track (it is incomplete) is whether or not I should continue with the choice of percussion and bass provided. Does either one, or both, tend to take away from the atmosphere that's created earlier on? Or should I push forward for further development with the percussion and the bass? In that event, would a track of about 5 minutes long be too long? Or should I just keep going until I find a proper, loop-able spot?

EDIT: I've replaced the URL. So if you've heard the first version, you could consider downloading the updated one. It's about 3 minutes longer.

MP3 Download: http://www.sendspace.com/file/qg7iap

2nd EDIT: OGG Download: http://www.sendspace.com/file/ot4tii
47  General Category / Meetings / Re: Meeting of the entire development team on: September 02, 2009, 04:43:08 PM
19th/20th would be better for me, as I don't know if I'll be available for 12th/13th. I'll keep you posted.
48  General Category / Introduce yourself / Re: 'Ello on: September 01, 2009, 06:43:53 PM
25% off...not bad, though.
49  General Category / Introduce yourself / Re: 'Ello on: September 01, 2009, 04:18:49 PM
It ended two days ago.  I literally caught the tail-end of it. Undecided
50  Development / Audio / Re: music themes/locations - likantropika music cooperation on: September 01, 2009, 05:16:12 AM
shevegen:

You need to understand that some of us are being a little bit cautious. We don't know where this project is heading. As I've mentioned many times ad nauseum, there have been projects to which I have submitted a good chunk of the soundtrack, only to have it deteriorate. It's also been mentioned that it's hard to devise the type of music that's requested for each area without having any idea what type of atmosphere we'd be writing for. Yes, naturally, the general theme of the game is dark, but once we have some consistent showing of different areas, levels, and environments, not much is going to be produced musically.

I don't know how much of the story or environment design can be done to fit an ambient-style of music. If the effect is to be similar to Fallout, the picture you get from most ambient tracks can either be vague, or overkill. So what is the approach from here? Write a series of imagination-lulling pieces followed by imagination-overload tracks?

I'm not writing this to be hostile, I'm just curious.
51  General Category / Introduce yourself / Re: 'Ello on: September 01, 2009, 04:59:49 AM
Upgraded Sonar, didja? Smiley
Indeed! They had it on a discount. Cheesy
52  Development / Audio / Re: Music themes for main NPCs? on: August 31, 2009, 03:14:38 AM
No, just specific NPCs and certain areas. At least that's the gist of what I had gotten from this thread.
53  General Category / Introduce yourself / Re: 'Ello on: August 31, 2009, 03:12:25 AM
Just placed an order for a sequencer that is 3 versions its successor. Hopefully this way I'll be able to produce greater ambient effects and tracks appropriate for this project.
54  Development / Graphics / Re: Animation Dump. on: August 30, 2009, 12:22:38 AM
Nice. Smiley
55  Development / Audio / Re: Music themes for main NPCs? on: August 24, 2009, 11:36:23 PM
Having twisted versions of various themes as the game goes on would actually be a really interesting idea. The darker the game gets, the more twisted the music grows. The themes would still be recognizable, but there'd be far darker twists involved. It's not a bad thing to consider. However, in regards of an individual character theme (you're referring to a "leitmotif" here), in an ambient-themed soundtrack, having specific melodic ideas could be a bit of a challenge. So if we were to have individual leitmotifs, the choices should be limited to only a select few areas/people/scenes/whatever.
56  General Category / Introduce yourself / Re: Yes, another writer... on: August 19, 2009, 11:48:29 PM
Hi, Guillaume. A Quebecor, am I right? I took a quick glance; your writing looks very solid. Right now there's a bit of a conflict in regards to which storylines we're looking to use for PARPG. So if you want to hop over to the writing forum, we'd love to hear some feedback.
57  General Category / Introduce yourself / Re: Hi! Another musician. on: August 14, 2009, 11:21:24 PM
Nice piece, Achas. This is much a learning experience for me and a couple of other composers as well. I'm trying to capture ambient as much as possible by using traditional instruments, but the occasional synth adds a neat effect. Wink
58  General Category / General Discussion / Re: The future of PARPG: three most pressing issues on: August 06, 2009, 02:16:07 AM
I wouldn't worry so much about having an incredibly diverse and compelling storyline, much so that the total gameplay will exceed 40 hours. As mentioned in the past, this is a portfolio piece. It'd be better to start smaller, perhaps concentrate on maybe 20 hours and go from there? Add expansion packs, additional quests and story lines later on?
59  General Category / Meetings / Re: Sound Meeting? on: July 26, 2009, 08:19:57 PM
August may be tricky, as I am moving on the 16th (flying to another part of the country for school). If it gets any later, I may not be able to attend many meetings. So what time do people project they may be available? I'm around for the first two weeks for sure. After that, I'm not so certain.
60  Development / Programming / Re: Leadership / the future of the programming department on: July 26, 2009, 03:42:34 AM
Even from a team standpoint, it'd be a good idea to list what you'd like to learn by week's end. That way you give yourself a set of goals and a chance to fulfill them. One thing leads to another. Unless everybody's completely lax about what needs to be done, even getting some minor task completed gives you a greater idea of what to work on next, and so forth.
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