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 What's up, RMers?
I'm back from the trenches of the resource cold war with a brand new track!

"Surfside Groove (Draft)"

Written and Performed by Kain Nobel.
The guitar and bass are live recordings.
The drums were arranged in FL Studio.



I wouldn't consider this track finished but I'm very pleased thus far!

Notes on "Surfside Groove"

Other News

The soundtrack is coming along very nicely. Material is getting wrote, live recordings are building up, things are being transcribed proper.

...I'm holding back the urge to upload and share my battle theme... it's pretty FIRE!

None of the other stuff from the album is available online, but you can find some of my older tracks on my SoundCloud page.

Most of the old tracks on my page are eligible to be redone with live instruments (but I haven't decided if I'll be revisiting any of them.) I forgot how funky some of these turned out, some of these I haven't heard in years!
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Man between you and me, Kain, we're keeping this thread alive, yooo!

That song is a bop by the way! Though in some parts it does tend to have too much going on at once so the audio sounds messy and scrambled. All that aside, I could easily see it in a game.

Hell, I might consider hiring you for the Soundtrack of Seraphim if you're okay with having your name plastered on something a tad controversial.
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I'll go into more info about it later, suffice to say its an R18 game.

But, I have more events
The Queen of Shadows

This could honestly be an entire optional event on its own.

And now! Remi-chan brings you, the closest thing to an anime I've yet created! Complete with barbarically trnaslated lines.
The Enma's Threat

The Enma is not someone you want to anger.

I also did a large amount of interface upgrades!

Upon finishing a characters trilogy of optional events, something like this appears!
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There's one for each icon!

And speaking of them and many more, the Pamphlet's have all been updated in that new slick appearance! Behold!
Pamphlets in what I hope to God is their final form!
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My, what a glow up!

And speaking of the note from earlier of those Icon-oriented event completion banners, you might notice they unlock the worlds they are personally attached to.

What that means is that those worlds will now have their own series of optional events unlocked! And boy, is there a lot!

Creating 50 Maps in a few days is child's play, just wait until you see me make all of these in about a week!
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Maybe not, but these will all be ready by Demo 3's launch one way or another!

I've been chipping away at them slowly and surely, but the next week I intend to do a bit more as I'm feeling motivated!

But wait! We aren't done just yet. As final concepts are rolling in courtesy of RiseDemos, the first being...
The Almi, Youngsters and Ancients
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He is presently working on the coloration for the faithful of Agrat Bat Mahlat and Lilith.
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Man, and it takes me weeks to finish a single map before even thinking of all the eventing. I should really get my act together if I want to finish my game within the next decade.
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Gee-golly willikers!

I accidentally wrote a doozy for a last boss theme and I've been practicing the hell out of the guitar passages.

I'm not a virtuoso, so 80% of it is wrote to match my physical abilities and the other 20% is hell mode challenge (for me, since I'm not Eddie Van Halen (RIP)...)

The practice sessions have been fire though, and the writing is extensive. The live sound is great, I'm hoping the recording turns out just as good.

The "Final Boss" theme was originally planned to be a heavily distorted, fast paced and thematic thrash metal track. But I got something different...

Instead I wrote something slow and foreboding played mostly on the clean channel of the electric and bass guitars, with a subtle but effective drum beat and the occasional distorted guitar cameos to highlight key notes and provide backup rhythm once in awhile. The chord progressions are clean and sparkly with strange but effective patterns, there is extensive legato verses, parts where things blend and sound beautifully strange.

The "clean, chill, foreboding" part of the track lasts approximately 8 minutes, and then I have about 4 minutes of the "loud, distorted, fast-paced" heavy metal parts wrote. There will be more heavy metal as the track matures as I already got a great foundation going for the madness. Once it's all done, I'd say there'll be about 16 minutes total.

Once I get the 3 guitar solos worked out, and fill in the next 4 minutes or so of the heavy metal part, then the track should be done.
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I got some crazy work done yesterday and a couple days before. All of the one shot events in the turquoise sector are done.

One event on Urania, three events on Gaseous and three events on the blue sun.

Here's just one of them
Fantasia - Diagnosis of the Frostqueen


And a preview of one I've since largely updated.
Esperia's Demonstration


And I did some major sprite updates in preparation of making the event above.
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I also got a bunch more optional content done, mostly in regards to Zen Aneia. Cathy and Renae have a cute optional event for themselve,s and there's also one for both Nanianne and Remira in their rooms in the palace. I also patched up and properly implemented the hidden Lily quest
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Are you possessed?

I still have a giant track-by-track checklist of things to do with extensive notes such as "change the drums in Verse 2 of..." or "alternate part C of the solo in..." which nobody is going to care to see, but this is a checklist I'm knocking out as fast as I can! In the spoiler below is an infographic of album progress with a legend of what each term means. And other ramblings...

Sorry for the info dump, this is getting exciting! I didn't know a month ago what the hell I would have; if it'd be a good album to continue or if I need to back out and move on. It looks pretty green lit to me so I'm pushing forward with it. Most of it is old game tracks but now they'll be played with live instruments and I believe it will turn out phenomenal. Let's hope...

Ramble On...

Album Progress (INFOGRAPHIC)

Gear Notes


Notes on the Drum Kit(s)

Notes on Track Length

Notes on Samples

Prototype Video format
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@Remi-chan: I really like Svoli's rainbow wings, specially the dash effect.

@Kain Nobel: What you mention about guitar solos reminded me of the normal battle tune from Shin Megami Tensei: Nocturne:

 
As the name of the video suggests, the theme has different solos (7 to be exact) that are randomized in each battle. Not that many people will notice as the battle system is designed to make fights don't overstay their welcome.

Also, seeing as you mentioned mostly battle themes, what about town and dungeon themes? Related to this, does the music in the game reset every time you finish a battle? If that's the case, long dungeon themes would be a bit of a waste since the player will most likely never hear the entire theme due to random fights. 

Contact DS is one of the worst examples I recall. Ponder this: the final dungeon theme is a 17:45 minutes piece that you will never hear more than 2 minutes of due to the sheer amount of enemies in the area.
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According to the plans, the last dungeon will use random encounters sparingly and rely more on environmental traps and hazards. In some cases, there might not even be encounters because the player is busy climbing, shimmying ledges and leaping gaps while dodging swinging axes, stepping through oddly timed floor spikes, avoiding falling stalagmite, slipping on slick floors, getting through a freezer room without body temp dropping below 70F, running through a lava chamber without body temp climbing above 115F, going in and out of asphyxiating gas chambers, avoiding security cameras and goons, etc.

The run, walk, crawl, sneak, shimmy, leap, climb, push, pull, and view range mechanics are still early but functional developments and I believe I posted a video a couple pages back. We now have the player using and managing an inventory of breach charges alongside their keys/keycards. Red and blue flame mechanics have been introduced (similar to the red/blue blocks in Hera Tower in Legend of Zelda A Link to the Past, but these burn you.) The player can now push/pull blocks to hold down stubborn weight switches.

The design of the 4th Dungeon is a radically different departure from the last 3 and will probably influence how the rest of it goes. I'm not going to retroactively change the previous levels but the next dungeon will introduce a lot of new stuff. Heck, the 3rd introduced most of it, the 4th will put it all to extended use. I haven't done swimming nor stealth yet and it's almost time to introduce a submersible vehicle. I'll be swapping out trees and bushes for coral reefs and other stuff.
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I see. If the dungeon has a greater focus on exploration and puzzle solving than fights, a lengthy theme would make more sense.

My project's using ParaDog's Battle BGM Anti-Reset script, so that one issue has been already taken care of. I'm actually working on the final dungeon of my game and things have been doing rather smoothly. Most of the mapping's done and now some of the eventing remains.
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107/180 Total Events done.

Fungaris is finished.
Urania is finished.
Gaseous is finished.
The Blue Sun is finished.
Desolation is finished. (Until Disk 3)
Lepusion Lunar Annex is finished.
Solaris Archivium is finished.

The only one shots (designation for celestial bodies with one beamable location) left are Esoteriquois (my next target), Jacahrandae (The Purple Sun), Xoraw and Xeraphar (both Moons). There are eight events between them, getting me to 115/160 when all done. leaving only 65 remaining.

Then I'll be onto the full-size five location planets. Earth is already done, Zen Nekoma and Zen Aneia are about half way.

No videos, I will spare us much in the way of visual previews until when Demo 3 drops sometime in December. I intend to have the vast majority of optional events done by October's end.

I'm doing anywhere from 3 to 9 a day. only the more complex ones will require an entire day's work, such as optional event battles or obstacle courses.

Here's some screenshots to whet your appetite.
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