I just wanted to let you know that the very talented Oneiros Dieguez graciously has offered to compose original music for ADOM II. So far I have received two sample scores (one for Terinyo, one for haunted places) and absolutely love both of them.
As a consequence one of the next releases will feature musical scores accompanying the game and probably a little menu to attach music of your own choice to specific location types. The default naturally will be the wonderful pieces by Oneiros.
So, I'm now going back to listening to the beautiful Terinyo score and working on the throwing attacks of monks...
Any chance we can get to hear it on, say, soundcloud or somesuch? :)
ReplyDeleteWould we be able to share our custom soundtracks with other players (for example, on the forums)? That would be a cool/fun/creative way to get the community involved, like texture packs in MineCraft.
ReplyDeleteIf it will come any close to your earlier suggestions (somewhere on this blog) or something similar to Diablo (first part IIRC contained such unique atmosphere for every location) i would be delighted :)
ReplyDeleteSoon as I get to adequately place the songs under the protective umbrella of intellectual property, I'll make a Youtube account for all my gaming compositions (I think it'll take about a couple weeks or so). Sorry for the delay, but unfortunately thievery is no stranger in the music business *sigh*.
ReplyDeleteOneiros
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Music in the game unexpected but very good news!
ReplyDeleteLocational eh? A good starting place for sure, but I do hope you are able to leave the door open, even if not activated straight away, for Situational music also...basic examples being opening a Vault, down the critical health, and so forth to give it all that much more range and add to the experience of not only where the player is located but that which is happening.
ReplyDeleteThe song is called "Terinyo" because it was the vision that inspired me to begin the composition. It does not mean in any way that its music is somewhat exclusive. The piece itself is made so that it easily adapts to any friendly, legal, peaceful town, be it human, elven, or even s cabin in the peaceful wilderness ^^
DeleteOneiros
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Gotcha, it was mainly to address Biskup's point above to attach music of choice to the locations and hoping it went the one step further for situations as well since that has been a classic in gaming from Title Screens to Game Over screens to the Credit Roll to everything in between.
DeleteOh, I see! Well you certainly made a point. I still have to talk it over with Thomas, but I'm thinking of making some 10 or 12 minute-and-some songs (featuring some lei motifs to give a familiar sense over each melody) and a series of smaller pieces and sounds to indicate such things as you mentioned :)
DeleteAre you implementing an option to disable music?
ReplyDeleteMusic sounds exactly like something that'd go in ADOM II Deluxe.
ReplyDeleteRe situational music, there was a music engine just for that, iMuse, which LucasArts made for their games 20 years ago. They made some really impressive interactive music with it.
Here's a pretty good article about it:
http://nukezilla.com/2010/05/03/unconvinced-pete-are-game-soundtracks-being-neglected/
TB might code something similar if he really wanted to.
Music in ADOM. In ADOM's sequel. Made while you take feedback from your everloving fanbase. Pardon me, but.. shut up and take my money! :)
ReplyDeleteplease, i need to be able to disable music. I always like to play my own whilst playing this game :S S: :(
ReplyDeleteActually you just need to either right click on the map and disable music in the configuration menu that appears or you can do it (in non-full-screen mode) via the menu. You also can right-click on the title screen and disable music and sound effects.
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