- May 14, 2019
- 138
- 3,383
Season 2 - Chapter 1 - Dev Log #20
New
Just now
Hello,
So, I returned from my family trip and took an additional day off to take care of my apartment and return to the usual Wednesday Dev log.
Let’s get into the Dev Log.
Sound design.
In one of the first Dev logs for Season 2, I mentioned that I would improve the game's sound design.
In an ideal world, a game would be like a movie… However, I don’t have voice actors and would never consider getting them before the games are finished.
So, the "tone of the voice" relies on the reader's imagination. I can only influence it through expressions, music, and the composition of the images.
I personally dislike repeating playlists and would like an additional tool to transfer the right mood.
Contrasts & timing.
If you listen to a song repeatedly, it loses its power.
In future updates, I will implement ambient sounds. Not just random nature or street noises, but precise ambient sounds. There’s a clock in the room, you will hear from where it’s coming.
For example, in Summer’s Gone Chapter 2, Bella and MC are in her kitchen after the heist.
You would hear the room's ambiance, a slight buzzing from the refrigerator, a faint clock somewhere in the living room, etc.
Meanwhile, music would be used to accentuate special scenes. Or I might let it play quietly in the background?
I’ll figure this out and create polls about it. I will also have a scene in the upcoming update where I'll try out some different ideas.
Before I went to visit my family, I ordered the Tascam DR40X Audio recorder and started building my own library. “Why don’t you just buy the sounds?”
Because I’m sick of having to play Minesweeper with licenses and by building an SFX and Ambient library myself, I'll always be on the safe side.
I’ve already made several recordings, and they just need to be edited, dialed in, and sorted.
Don’t get me wrong; the game will still use a lot of music. However, sometimes less is more… Silence with some faint ambient noises followed by a slow introduction of, for example, Vesky—Aurora has a much bigger impact on the mood of the scene than a constantly repeating playlist.
I’m still in the figuring-out phase, but my wish is that it improves immersion, especially in future cinematics.
And I'm looking forward to your feedback on it.
Season 2 - Chapter 1
I’m currently working on three scenes simultaneously, and I really like what’s coming together.
It’s nice seeing the script fill up with all the renders. The holes vanish slowly, and we get closer to a release.
I’ve also continued the German translation, but my Discord admin, who translates the game into Spanish, has found that the generated translation files don’t contain all choices, etc.
I checked it in my German translation and noticed the same.
The translations will be out later than expected because we must determine what’s missing and then fix it.
But it has a lower priority than everything else.
Previews: 4K
Meet Miss Marla
A series of unfortunate events.
(The renders following the upper one are some serious gourmet shit. The composition & color sympathy... Damn. You'll see them in the update... Maybe. The scene is behind a choice.)
I’ll see you in two weeks on Christmas Eve with a new render count and a preview of that cute Bellchen render that I talked about in one of the earlier Dev Logs.
New
Just now
Hello,
So, I returned from my family trip and took an additional day off to take care of my apartment and return to the usual Wednesday Dev log.
Let’s get into the Dev Log.
Sound design.
In one of the first Dev logs for Season 2, I mentioned that I would improve the game's sound design.
In an ideal world, a game would be like a movie… However, I don’t have voice actors and would never consider getting them before the games are finished.
So, the "tone of the voice" relies on the reader's imagination. I can only influence it through expressions, music, and the composition of the images.
I personally dislike repeating playlists and would like an additional tool to transfer the right mood.
Contrasts & timing.
If you listen to a song repeatedly, it loses its power.
In future updates, I will implement ambient sounds. Not just random nature or street noises, but precise ambient sounds. There’s a clock in the room, you will hear from where it’s coming.
For example, in Summer’s Gone Chapter 2, Bella and MC are in her kitchen after the heist.
You would hear the room's ambiance, a slight buzzing from the refrigerator, a faint clock somewhere in the living room, etc.
Meanwhile, music would be used to accentuate special scenes. Or I might let it play quietly in the background?
I’ll figure this out and create polls about it. I will also have a scene in the upcoming update where I'll try out some different ideas.
Before I went to visit my family, I ordered the Tascam DR40X Audio recorder and started building my own library. “Why don’t you just buy the sounds?”
Because I’m sick of having to play Minesweeper with licenses and by building an SFX and Ambient library myself, I'll always be on the safe side.
I’ve already made several recordings, and they just need to be edited, dialed in, and sorted.
Don’t get me wrong; the game will still use a lot of music. However, sometimes less is more… Silence with some faint ambient noises followed by a slow introduction of, for example, Vesky—Aurora has a much bigger impact on the mood of the scene than a constantly repeating playlist.
I’m still in the figuring-out phase, but my wish is that it improves immersion, especially in future cinematics.
And I'm looking forward to your feedback on it.
Season 2 - Chapter 1
I’m currently working on three scenes simultaneously, and I really like what’s coming together.
It’s nice seeing the script fill up with all the renders. The holes vanish slowly, and we get closer to a release.
I’ve also continued the German translation, but my Discord admin, who translates the game into Spanish, has found that the generated translation files don’t contain all choices, etc.
I checked it in my German translation and noticed the same.
The translations will be out later than expected because we must determine what’s missing and then fix it.
But it has a lower priority than everything else.
Previews: 4K
Meet Miss Marla
A series of unfortunate events.
(The renders following the upper one are some serious gourmet shit. The composition & color sympathy... Damn. You'll see them in the update... Maybe. The scene is behind a choice.)
I’ll see you in two weeks on Christmas Eve with a new render count and a preview of that cute Bellchen render that I talked about in one of the earlier Dev Logs.
- Ocean