Dev Log #3 - Artificial Nightmare (game)
Finally achieved some basic beats for the Artificial Nightmare prototype
It was a 'fail' faster approach when attempting to create any sound design in the DAWs free software Cake Walk. I went back to what I knew and have used in the past: FL Studio Mobile. It was like a riding a bike when I picked up FL Studio Mobile again. In minutes I had a basic beat and achieved what I was looking for. It was an ominous beat with reverb piano tones that give a 'covert' mission personality to the game.
It has a chance to be enjoyably tense for the player. However, the question is 'will it be repetitive and annoying'? Absolutely. Yet, this is the first impression and lasting effect that I am targeting. I hope to cause fear and confusion to the player that is attempting to navigate this early stage of digital apocalypse. The prototype of the music was played for a test listener. They listened to the music via headphones. The low droning and reverb of the bass beat immediately put the listener into a 'stealth' mode mindset. They found they should be sneaking around in a dark area, trying to be covert. Thus, I feel I have achieved the feeling of 'tense' and 'secretive' intentions.
However, moving on I must create either a more intense music track for higher player progression. Another option is to create a 'boss fight' soundtrack that could have the potential to be added to the game. Whether or not a player and boss encounter will occur in game is the question. Yet, more intense or confrontational music will aid in the drama overall.
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I hope the boss fight music sounds good. I don't have experience with FL studio but I have heard good things about it and good work with a fail-faster approach I have used that before for this project to just get code to work and if I know it doesn't I could figure out why
I don't think I've heard much of other's discussing the "fail faster" approach. At least, not as openly as you have! I don't suppose you were able to get the music in for the playtest? The player feedback can definitely help define if the track is the vibes you're going for. Or if it's way past your "repetitive and annoying" (positive) to the point that it's "repetitive and annoying" (negative).