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Feb 05

First Alpha build of our new game!

SpearheadGames Published in Untagged  by Tobias Nerg

As the title says folks! And this is also why my weekly blog post got delayed by one day: I really wanted to have a complete bug tested Alpha build for you guys to try out. You can play in your web browser (requires Unity Web player) by visiting

http://spearheadgames.com/testing/spirit/alpha01/

Instructions

The game is played entirely with the mouse, as it will be released to IPhone. Click and drag the mouse AROUND your spirit to make it turn in the air and navigate to the end of the level.

 And if you play, please fill in the short survey on the bottom to help us create a better Gameplay experience!

Note: the game is in it's alpha phase, graphic and sounds are prone to change

 As I'm the "Sound guy" in the team I should proably summarize how I thought about the whole "Sound and music direction" for this game. 

Phoenix Spirit

Shortly summarized you use your finger or mouse to steer a spirit (when graphic is available, now it's jsut an arrow) around a level.  Your goal is to reach the end and pick up as many magenta blocks (later flowers) as possible, earning you a better rank on the level.

Music Design

 I did two concepts for this game which I choosed from:

  1. The song "Flying through the fairy forest" which is available in my profile. In the game there would be a stinger in the beginning of the level but also one when you reached the end, my first try at dynamic music as I've written a sound engine in Unity that has support for crossfading, pitchbending etc. The music is pretty hectic and in a constant tempo.
  2. Music that changes based on your speed and how many flowers you pick up, creating bigger combos. For this idea I had three tracks, one really ambient, one with ambient sounds + strings and melody, and one with ambient, strings, melody, rhytm and extended harmonies.

 After trying out both solutions I found Idea number 2 to be the most appealing, and if you try out the game you'll see how it turned out. As our game was thought of creating a more subtle and cozy kind of feel, I really liked how music based on how good, fast you're going would change, rather than having the same rhytmatic track playing over and over.

Most sound effects are temporary placeholders which will change in next week or so.

Please give your honest comments in the survey or here, and thank you for trying out our project =)

 // Tobias Nerg


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Sean Beeson
February 05, 2010
Votes: +0

Yo Tobias,

I checked out the game. It is pretty cool! the music reminds me a lot of the music in the game Flower.

There were a few times in the beta, where the dynamic music QUICKLY faded in and out, in a very un-subtle manner. I think this was just a bug?

But regardless, that was my biggest complaint about the music - sometimes the dynamic layers perhaps faded in, too fast.

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Tobias Nerg
February 06, 2010
Votes: +0

Thanks for the heads up Sean, and you're right, the algorithm that changes the faded music is still pretty much in the alfa stage as well, I haven't decided if speed or score flowers should give the biggest contribution to changing the flow of the song, but of course, transitions will be more smooth in the final product =)

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Sean Beeson
February 06, 2010
Votes: +0

I think that changing it with the speed could be awesome, but even perhaps a bit too obvious? Flower did something of this nature, but there was also a lot of other things going on with the audio than just music!

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Andrew Gray
February 08, 2010
Votes: +0

Nice, another Unity user! We should exchange notes sometime, I've got a project using Unity that's close to being ready for a round of testing. Just have to get the Title GUIs working.

Congratulations on a pretty good alpha build!

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Tobias Nerg
February 09, 2010
Votes: +0

That sounds really interesting Andrew! looking forward to seeing something creative :D.

And yeah, developing to the IPhone in Unity has completely screwed me over a couple of times now . I decided to go for dynamic music which basically meant I had to have several tracks playing at the same time, but on IPhone, only ONE compressed (e.g MP3) track can be played at one time, So what I had to do was to make the song clips into 11khz 16-bit PCM sounds.. Ugh, a total of 3 meg for a lousy ~1 minute of music, but hopefully the music doesn't sound that bad.. That is the IPhone/Unity dilemma of today!

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Andrew Gray
February 10, 2010
Votes: +0

I'm more of a programmer than a sound guy (my major is computer science, minor is music), so I'm working on solving the problem of Unity and interactive music with programming. Something I'm working on for SHMUP:OC is a "DJ" script that I stick on a random permanent object - it always analyzes the player's state and chooses what tune to play next. With a bit of effort, I can teach Unity how to blend music pieces into each other, but first I need a version that people can play.

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