eugeneloza / decoherence

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Combat music #495

Open eugeneloza opened 6 years ago

eugeneloza commented 6 years ago

Well, as far as #473 failed, we have no combat music ready available even as a proprietary placeholder. This is far more complicated by the fact that yet I don't know whether I'll need to keep beat while changing the track or not (i.e. several test cases needed). At this moment this issue is critical, as it may change the further plans on all game music. I need either to create or find at least one usable vertically-synchornized music track, at least as a placeholder.

ResonantExplosion commented 6 years ago

So, practically we're facing a global content issue. Let us summarize it in the following way.

  1. We have ambient music, level up music and "personal" combat music. But no generic combat music.
  2. We do not have even 10% of the required animated 3D models game-ready. Not speaking of character models with paper doll.
  3. We're very low on static models thou this can be fixed relatively quickly - 1 month per tileset.
  4. We're quiet full on photographic textures.
  5. We're uncertain on usable items models, thou it should be fixable even if we won't get enough free ones.
  6. It seems that there are enough free sounds to be used.
  7. We can cover male voice acting and a few female voices. Thou both quantities are below required 8+8 (13-30 would be preferable).

So, the fact is that within the given requested quality, we're far at low end in quantity. This seems to be caused by trying to assure the high assets quality and quantity, which we would obviously fail to. So, it's either trying to adapt to the assets we can get. Or lower the quality plank and count on our own abilities - in making a simple but stylish look. This would consider all the assets, including discarding photo textures to pixelart. However unique style would most certainly make it impossible to use third party contributions (in all asset kinds), unless they are made specifically for the game. Also it will render most of them non reusable outside of this game too. And yes, the quality will certainly be very low in all senses.

eugeneloza commented 6 years ago

So, to sum it up, we're critically short on two items:

  1. Normal combat music. (this issue)
  2. Animated actors. (see #391)

Others are either ok, or can be fixed with relatively low effort.

To expand the thing:

  1. I really vote "against" dropping the music quality due to it. We don't lack that much, if it's 3-5 tracks we miss, then it's not something unsolvable in principle.
  2. We can hardly avoid #391. The only hope is that it'll eventually work (with all simplifications it's still hell of a work).
eugeneloza commented 6 years ago

Well, let's be reasonable. This issue is not critical after all. We can just drop down V-synchronized music request (for now) and temporarily use proprietary placeholders for the music (in hope the issue will get fixed by itself later).

eugeneloza commented 6 years ago

Let's make a list of music needed: Blocky situations Space combat music (at Accumula and Froza) - available Feudals battle - available Barrk battle - available Vivi battle - available Relay battle - maybe Unique situations Beast battle - absent Jabb battle - absent Umpani battle - available, but too short Ra-Ra battle - available but too little action Subbarionic organics battle - available Final battle - absent Regular battles Easy/Normal/Hard battle - absent (critical) Animal battle - absent Natural aberrations battle - absent Chromatic aberrations battle - absent (chromatic aberrations are currently encountered only in special situations) Metarred beasts battle - absent Metar animats battle - absent

Of course, it'd be great to have more than one track for "available", but decent free combat music appears to be quiet rare.

eugeneloza commented 6 years ago

Ok. I've found placeholders for combat music. (Temporarily using proprietary music, what a shame!) Now I need to extract and sort them.