Sound & Music(finally!)

Happy new year (just two weeks late)! For this week I’m going to talk a primarily about the sound design of Tales of Astya, as I have finally gotten around to purchasing some custom composed music!

Music

The musical style of the game is heavily influenced by medieval instruments and melodies, and inspire a feeling of going on adventures. I’ve inserted a small preview below:

The music is composed by Joel Steudler, whose Soundcloud can be found by clicking here. Lots of great stuff there, be sure to check him out.

Reverb

Since the project start, a goal was to provide a rich soundscape, one of them being reverb of sound in caves or inside stone structures. Since 001 Game Creator doesn’t support this feature by default, another solution had to be found. After discussing with the community over at the 001 Discord Server, the solution was to first play the original sound, then do a check if the user has reverb enabled in Audio Options. If so, play the audio reverb file at the maps defined reverb amount. This effect is used on both player and other characters.
Pseudocode;

Sound.Play(sound, SoundVolume);
if(Map.Reverb > 0 && AudioReverb)
{
Sound.Play(soundReverb, Map.Reverb);
}

Ambient Sounds

Another element included in the soundscapes are of course ambient tracks. Walking through the forest listening to the birds chirp, the ominous rumbling of the earth when exploring caves and squeaky walls in abandoned buildings add a lot of atmosphere combined with the music alongside camera effects and particle effects. I’ll include a screenshot of this sometime soon, it’s still a bit early to show off.

One of the unique aspects of the ambiance is how it is very dynamic. The chirping of birds are all coming from the actual birds in each map, meaning if you kill all the birds there’s no more sound coming from them. They respawn after a while, but while they’re not there you can contemplate on how horrible you are for eradicating species.

New Options Menu

Also coming with the music is a redesigned options menu, where you’ll be able to change many settings to tailor the game to your liking. You cannot change the resolution in-game, sadly. This will have to be set up in the startup menu.

The Effects tab isn’t screenshot worthy yet, it only has one options so far; raindrop impact particle effect toggling. The sliders in the Audio tab are for master volume, sound volume, music volume and last ambient volume. You might notice there’s another tab greyed out. I’m not sure yet what to put there, so it might be removed before release.

Other additions/changes/fixes

  • Redesign of some maps to make them feel more compact and unique
  • Lanterns/road lights automatically turning on or off depending on time of day
  • Arena almost finished
  • A bunch of new tile sets, sprites, sounds and items
  • Performance improvements, thanks to 001’s new dynamic resource loading
  • AI improvements
  • Dungeon redesigns/tile updates
  • Weapon usage animations were borked, weapons now properly show up when using them
  • More magic spells and combat abilities
    • Mark/Recall ala Morrowind. Allows you to set custom teleport locations.
    • Dazing and Confusing to slow down enemies
    • Poison
    • Generic fireball
    • Magic staves
  • More dialogue
  • Quests written down, but not yet fully implemented

That’s all for this week. Here’s to a great 2017!