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Audio Bible
The majority of the audio that we will introduce in our videogame will be from the original game Fallout Tactics: Brotherhood of Steel. One thing that specially stands out from Fallout games is the usage of music from the 40s and 50s, so we will try to preserve this essence musically talking.
In the gameplay of a lot of games we can find a compilation of songs that mimetize with the situation of the player, but in this case, Fallout uses a huge compilation of ambient sounds that also immerse you a lot in the game. Due to this fact, songs will only be used in the initial menu of the game, while the player is changing some settings, saving the game, etc.
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Character Sounds: We consider a character everything that the character reproduce when he is hit, when he punch, when he die or even when he jump or crouch. In the case of our game, jump and crouch sounds will not be necessary, because we won't use this type of animations. So, related with character sounds, those will be the sound effects:
- Walk
- Hit
- Punch/Shot/Loot (depending on the unit)
- Die
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Ambient Sounds: As we said before, in orther to make the experience of the player more inmersive we have decided to use ambient sounds instead of a long song. Some examples wuould be animal sounds, wind, snow, rain, etc. This will make the player be more mimetized with the game and will enjoy more the hole experience.
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UI Sounds: We all know that receving feedback when something is done is a very important thing when talking about videogames, so introducing a SFX every time something is done is a very good way to do it. So, taking into account that in the UI of our game there will be lots of buttons and options, we want to make sure that everyone resproduce a sound that makes the player inmerse more in the game. Apart from that, we also want to maintain the essence of the original game and preserve the mid 20th century style that make these sounds special.
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Others: Apart from characters sounds, ambient sounds and ui sounds, we rae going to introduce some more that do not belong to any of these 3 sections. Some examples would be, cars exlosions, shooting sounds, buildings sounds, etc. Although they do not belong to any of the sections explained before, sounds like the shooting of a gun also inmerse us to the gameplay.
When talking about how all these sounds will be implemented in the code, we want to implement it as orderly as we can, so we have decided to do it with layers.
- 1st Layer: The first one will contain the songs that will be used in the intro of the game and in the manu menu, basically because they are the first things to appear.
- 2nd Layer: This layer will contiain all the brackground sounds. So, as we said before, ambient sounds will be the ones that are going to appear during the gameplay. Some axaples would be wind, rain, snow, animal sounds, etc.
- 3rd Layer: In the third layer we will introduce the UI sounds, both the main menu and the ingame ui, althoug in some cases they can be similar or even the same ones.
- 4th Layer: Finally, the last layer will be used for the characters sounds and others, because they are the most spontaneous ones and only belong to the part of gameplay.
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Music / Soundtrack
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Sound Effects
All the file formats of the game will be .WAV or .OGG, depending on the tipe of sound that we are talking about. WAV file format will be used for short sounds such as special effects, and OGG file format for longer sounds, such as saoundtracks and dialogues. If there is any problem with the length of a concret sound Audacity will be used to edit it and do whatever is needed.
All music and sounds used are from the original game, so that, the way it is organized and the feeling that the original game produce will be the same.