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Author Topic: Music for Cogmind?  (Read 636 times)

Kyzrati

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Music for Cogmind?
« on: April 04, 2017, 06:51:10 PM »

It's time to consider what to do about the music situation for Cogmind! You can read my thoughts on the dev blog, and reply here or leave a comment over there.

(Also more discussion has been happening on r/Cogmind)
« Last Edit: April 07, 2017, 07:22:41 AM by Kyzrati »
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Stilgar

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Re: Music for Cogmind?
« Reply #1 on: October 21, 2017, 06:59:58 PM »

Unless it would be as good as say System Shock etc I would rather not.

I like the ambient noises that different machinery generates. Sometimes it adds to the tension by an order of magnitude.
(Do scouts & mercs make noise when patrolling? Perhaps they should?)

I just got the game and have fallen head first. This is great.

Back to topic - a lot of work and there will be a wide array of preferences. I suspect more would be turning it off than utilizing it.
Little flourishes might be workable. The short 5 note riff or a sound when a particular action is triggered.
Combat - dun dun dun
Finding something special - tinkling
Running away

In each case you could write something very simple that works without having to writing or licensing complete songs.
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zxc

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Re: Music for Cogmind?
« Reply #2 on: October 22, 2017, 05:11:47 AM »

I've played Cogmind for so long without built-in music that I would probably find it very strange. People can already put on the music they think suits it best, or just play without music. I quite like the idea of just adding so many ambient sounds that the game never sounds empty (except perhaps when it is supposed to ^^). Every machine with its own sound, ambient sounds for all the robots too (is this asking for too much? and would it give an advantage to players with sound on?)...

Regarding the flourishes idea above, I imagine it getting old pretty fast though. I mean it works well in real-time games when you need to be alerted of certain things quickly, but in a turn-based game I think it might be out of place.
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Kyzrati

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Re: Music for Cogmind?
« Reply #3 on: October 22, 2017, 06:45:42 AM »

Yeah that's the main concern, it's a turn-based game where the pacing is set by the player, and that pacing can vary greatly from player to player, and from situation to situation. Ambient is probably going to be the most appropriate approach.
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