Posted March 25, 2024 by silverblade938
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.