Wednesday, September 26, 2012

Clockwork birds

Hi everyone! Lucas already is working on cool new soundtracks for ADOM and he's sent me a nice piece for a kind of steampunk side venture, maybe related to the casino level. Enjoy the clockwork bird.

21 comments:

  1. I'm not so sure. It's safe and cheery, fits more Terinyo.
    The Casino on the other hand should be energetic, with noises of one-hand-bandits, just like the real thing.

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  2. Not Terinyo. I like it as the casino level song. A level of peace after several levels of constant fighting.

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  3. I don't agree with any of you too. For terinyo is too epic. but for casino is too cheery. casino is also a place of risk, of sadness, of adiction, of crime.

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  5. Sincerely, I do think it could fit a casino, but not ADOM's. Biskup could try to change the casino, though even like that the casino itself would not fit ADOM's style, and its not worth changing the casino and its style just because of the song. Advice: a little more epic low-pitched song with traces of cheery

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  6. Very nice, and I like it as casino music, too. It's cheery, but with a disturbing undertone of something not being quite right.

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  7. Sounds more like the theme for dwarf town to me.

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  8. Hi! This song was actually created thinking about dwarves. One of them comes up with the idea of making a "clockwork bird", but in the end it fails and ends up being a kind-of-steamy winged walking machine (thus the undertone in lidium instead of the normal third above). What I meant was that it could ALSO be used as casino song, yet it remains to be seen. Unfortunately, I can't make a song for all levels. Well, I can... but it'll take far more than 4 months to do that, so we'll use a standard expanded soundtrack for now :)

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  9. I think that the best song for Infinite Dungeon would be "shuffle mode" :)

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  10. You know what, maybe the best place for this song would be specifically Glod's smithy. It's the only "good" smithing place in the game, and characters who smith extensively might spend an extended time there :)

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  11. The song is very upbeat and cheerful, but at the same time it makes me think of some lively commotion going on, maybe a large trading spot or something like that. I'm not sure it fits any of the levels per se, but maybe it could be a generic shop theme?

    Btw, I haven't tried any of the prerelease versions yet, so I don't know how the playback engine plays music, but can we expect crossfades where musical themes are supposed to change?

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  12. Thomas, will there be any way to set up variables in the config file to change the music to user-defined variables? Perhaps even in places that don't have a special song made for them? I love the music so far, but it'd be nice to be able to define my own that would play automatically upon entering the ToEF or Quickling Tree (supposing some places are left without).

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  13. I find the compositions to be pretty well done but neither of them fits my imagination of ADOM really. I Think in ASCII games everyone has his own understanding of the world and the feelings and emotions linked to it. Not like in a RPG like Morrowind or Skyrim with polished graphics that kind of dictates a rather big part of game-world-imagination. In these games it seems to be easier to find a fitting soundtrack that most of the gamers can compromise on.
    So for me spoken, i will be staying with either intense silence only listening to the clicks of the keyboard while playing or classical/romantic compositions from Brahms, Dvorak, Tschaikovski, Prokofieff and others.
    Also the ADOM-compositions sound way too artificial on the instrumental parts for me. Of course hiring an orchestra would not work money wise but mixing some real instruments into these works would really help making them sound so "unreal".
    Another way could be to reduce the amount of realism in the simulation of the instruments to an extent that it sounds more like really old computer games or gameboy music. Would fit the minimalistic graphical style.
    But the community is very large and everyone will have his or her own opinion of how ADOM should sound, so having a soundtrack in the first place is really cool, and having the option to turn it off will leave all others with the situation they felt comfortable in before.
    btw Hooray for ongoing awesomeness of this project!

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    Replies
    1. Aye, it has a bit of a stale and artificial feel to it, but that can easily be fixed with some intricate fiddling with the volume- and velocity-levels to give it that extra expressive and realistic feel..maybe less quantizing too would help. Or I might be wrong, I barely know what I'm talking about.
      Either way the compositions are decent and listenable, and Lucas has plenty of time for polish and what-not'ery

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    2. Non-natural drum rolls sound awfully artificial: sequence of perfectly timed and tuned hits.
      In this piece rolls sound the most artificial for me=)
      Maybe remove the rolls?...

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  14. Loving all of the compositions Lucas! They all have a classic 8/16bit RPG feel to them, which makes me nostalgic.

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  15. I believe Thomas said this piece could be 'related' to the casino level. We don't know if this is intended for the casino level itself.

    I really like the composition. Reminds me a bit of the Lunar series.
    I'm not quite sure what particular part of Adom I think it would fit, though... Have to noodle that one.

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  16. Hi again! Sorry for the too-spacey responses guys. I have several things to answer, let's see...

    Moritz Meißner, Halindir, stgatilov : I see your point in your comment and I can understand it. I have to say I always imagined ADOM having a soundtrack that plays between Baroque and Romanticism. These tunes are temporary, since I shall soon buy an i7 which will allow me (hopefully) to produce each song with the number of tracks needed to give many more dinamics and, thus, make it sound less artificial (we're talking about 60-70 tracks each song, one for each kind of sound that a given instrument would produce). Un-quantize would be an option, yet it would be a work for weeks and months, having to purposely misplace each note so that it sounds some miliseconds out of tempo. Drum rolls, well, I find the comments weird, since they're actual recordings of real drumrolls (I use three different drum rolls to give it variety). The only other option would be grabbing a MIDI keyboard and make the rolls manually, but mannnn, it would need 10 or 12 takes to sound good, which takes away a lot of time that may be used in making other aspects better.
    So far, the songs presented are mostly for vigorous and/or triumphant moments in the game. There will be some darker music, yet not like Uelman's, for I've found out that I love his music out of the game but makes me yawn while playing (not to say his music is bad, since it's terrific). It will have more of a Rheinberger/Mendelssohn approach, trying to keep it dark but active, broomy but lively (think Tribulationem, Timur et Tremor...).
    About the locations, not every single location will have its own music. I am currently studying the game and will discuss with Thomas which ones will need a music on their own, so that we may make a soundtrack of about 20-25 full songs plus incidentals. More about this to come soon. Thanks for all the feedback guys ñ.ñ

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