Lovely soundtrack ![]()
How does the dynamic music work?
Thank you phoenixdk ![]()
The stems are saved in a resource and pulled out depending on the “state” the player is in.
So the default state plays the bare minimum and serves as the base of the track.
They play based on hierarchy, so if you suddenly switch to the most intense state, it will automatically pull and play all the stems listed.
Ah okay, so is state dependent on the player (like speed) or the level (different areas = different states)? In any case it’s a cool feature, it’s very rewarding having the game react to one’s successes ![]()
Great question!
I’m currently designing it with areas/rooms in mind; but there is also a state dedicated for speed/flow. It could definitely feel great to kick in when you reach a certain speed; I’ll have to test this out.
A hybrid approach could be that speed does trigger the state, but in select areas. (In case less music ends up feeling like you’re not “winning”).
It’s definitely worth testing! You could use certain parts for certain things, so some stems react to speed (like a busier rhythm track) and some to area (like upbeat melody for sunny open area, moodier and darker for a cave area)? You might also consider a bit of lowpass filtering or similar effect at low speeds, it’s very satisfying when a filter opens up and you get the full spectrum of music, as dance music “drops” have capitalized on for decades.
I haven’t actually worked with this kind of dynamic music myself, so I don’t know what will work best, just riffing. But I’m sure there is at least some gold in them there hills ![]()
Oh that’s peak! I love games with really thoughtful sound design…. so I’ll 100% have to try this when I get the chance. Great suggestions phoenixdk!
I am aiming for my first devlog this week; so I’m sorry for posting nearly every tidbit on here. This forum is low key my favourite place to post updates.
Having said that… this level has a little spirit hiding in an ornament which you’ll need to chase down.
First devlog has landed! It’s my first time doing this so I’m hoping to improve in time.
Let me know what you think!
SICK!!!
lol
@lZebl You should make a little mascot for yourself, because that white guy looks lowkey unfinished.
Thanks Frozen!
Yeah, TRUE. I made the little white guy first, and then did the Youtube avatar second lol. I’ll have to redesign the little white guy to match the avatar for the next one.
I’d even suggest keeping it more minimal. No mascot, a clean monospace font for the captions with no effects, things like that. Those clean devlogs are usually the ones I enjoy watching most.
Nice introduction to the project, I learned a lot I didn’t already know. ![]()
Yeah I hear you. My plan atm is to have cleaner, shorter devlogs like you’re describing on the project taro account, while I yap and have stuff like this on the personal one. Thoughts?
Glad you enjoyed it phoenixdk!
While that sort of makes sense, it’s challenging enough for most to subscribe to a single channel, and having two would probably drive viewers nuts. I do think a Zeb account makes more sense than a studio-like “Project Taro” which feels like several peoples’ group account, though.
Sol is your companion and he finally has an actual look in the game + I gave him an ability!
This game is JUICY as HELL.
We love juice!
Ok sorry that this is not a question about your game or any feedback but do you have any tips for showing progress on the forum?
Do you mean like PiN? Im no expert haha.
Just treat them as mini dev updates. Screen capture your gameplay or take a few screenshots, and then add some quick notes to them.
I usually do it when Ive just made something, so the excitement is fresh ![]()