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Author Topic: Realistic aims for milestone 1 & techdemo 1  (Read 9047 times)
mvBarracuda
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« on: August 17, 2009, 03:49:53 PM »

Heya dear audio department. This thread is part of a series of a whole bunch of threads, asking each department for their plans for the next two milestones.

We had some recent discussions about milestone planning at the IRC channel and we found out that it's currently rather hard to flesh out milestones as we don't really know where to start. We decided to go for a time-based approach, simply dividing the remaining time until the end of the year into two milestones:
1. Milestone 1 is scheduled for mid October
2. The techdemo 1 milestone is scheduled fo the end of the year

What we would like to know now are:
1. Which tasks would you like to tackle next?
2. Which tasks do you think the department can realistically tackle until mid October?
3. Which problems are currently hindering the work of the department the most?
4. Which features / content that is related to your department would you like see in a first public PARPG release that we would ship at the end of the year?

Thanks for taking the questionaire.
« Last Edit: August 17, 2009, 03:55:05 PM by mvBarracuda » Logged
timong
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« Reply #1 on: August 18, 2009, 11:46:15 AM »

On my behalf, if you think you can use the tracks I have posted here and specify me what format to use, I can provide you with that, so it can be included in the release, if there'll be room for them.
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mvBarracuda
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« Reply #2 on: August 18, 2009, 12:03:49 PM »

I'm pretty sure we can find a place for it timong :-) If the demo contains too few locations to just assign one music track to each one, we can simply use every track for every location. But we'll have to see how many maps the demo will contain.
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Dave Matney
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« Reply #3 on: August 24, 2009, 03:13:53 PM »

For the tech demo:

Background music for every map.   It doesn't have to be awesome, just something that says "yes, we have music here."  It sets a mood, and adds a level of completion to the game.

Sounds:
  • Opening / closing a crate or a door. Shows we have use-triggered sounds
  • Totally optional use-triggered sounds:
    • Equipping something in the enventory
    • A "click" sound for the mouse
  • Ambient sound of the windmill. Shows we can have proximity-based sounds.
  • Ambient weather. More for atmosphere than anything, though it does show we can layer background sounds of different loop-lengths.
  • Walking sounds if we have a walking animation. Totally a pie in the sky, but I think it would add another level of feeling complete to the game.

I'm not too late in responding to this, am I?  If not... questions, comments, concerns?
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meinmartini
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« Reply #4 on: November 07, 2009, 08:20:57 PM »

If we insert every piece written thus far, demos and samples included, that gives us 4 tracks. Exactly how many maps are going to be used in this tech demo?
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zenbitz
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« Reply #5 on: November 09, 2009, 01:53:42 AM »

If we insert every piece written thus far, demos and samples included, that gives us 4 tracks. Exactly how many maps are going to be used in this tech demo?

3 big maps:
top level indoor
top level outdoor
bottom level

Possible smaller maps:
farm
guard house (interior)
watch tower (interior)
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meinmartini
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« Reply #6 on: November 10, 2009, 07:03:10 PM »

Would some of these areas share the same music? What about the main menu?
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zenbitz
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« Reply #7 on: November 11, 2009, 12:47:27 AM »

No opinion really.   I guess if people write 7-8 different compositions we can use them all now, or use them later.  If they write fewer, we will use fewer.
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shevegen
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« Reply #8 on: November 11, 2009, 07:09:09 PM »

In Wesnoth they have a main theme which I really really dislike.
It starts quite heavy, and kinda... annoying to my ears, and then it gets a bit better slowly.

I cant really say what I would like to have instead, but I think that the wesnoth example is not a good one to have.

The audio stuff timong did was better than the one in wesnoth, although it might be more complex.

What I think would perhaps work would be a general theme for PARPG which one could notice in other tracks too (okok I am a fan of Hans Zimmer music like in "The Dark Knight" where the three main actors in the movie got their own meldoy ...)
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meinmartini
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« Reply #9 on: November 11, 2009, 07:33:25 PM »

Would a separate topic on the main theme/menu theme be appropriate? That way we can discuss what we want vs. what we really don't.
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mvBarracuda
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« Reply #10 on: November 11, 2009, 07:38:10 PM »

Sure meinmartini. Go ahead :-) I'll try to provide some feedback over the weekend as well; not sure if Dave is still on board as he has been rather busy lately. But hopefully the devs from the other departments will join the discussion as well.
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cullie
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« Reply #11 on: January 05, 2010, 04:53:04 AM »

What is the tech-demo status right now?
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Gaspard
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« Reply #12 on: January 20, 2011, 09:27:32 PM »

What is the tech-demo status right now?

Here's the plans for TechDemo 2: http://wiki.parpg.net/TechDemo_2?db92692_6_parpg_wiki__session=44184cbf4928f1a72fb72fe3b7e5db34
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qubodup
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« Reply #13 on: June 24, 2012, 08:00:35 AM »

As part of the cease of PARPG dev, I will start going through all sound submissions and putting them on OpenGameArt when possible.

I will mark threads with [OGA-Archived] when finished.
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qubodup
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« Reply #14 on: June 24, 2012, 03:36:23 PM »

I believe I added all the audio we had in PARPG to OpenGameArt.org.

I thought we had more sounds. Did we not ever have any in our art repo?

The following audio I did not include because I was not sure that they match OGA's quality requirements:

I'm waiting for permission by Matthew Pablo on his tracks.
« Last Edit: June 24, 2012, 03:38:23 PM by qubodup » Logged
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