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Re: [Bontz-team] music
From: |
Chuck |
Subject: |
Re: [Bontz-team] music |
Date: |
Mon, 4 Aug 2003 15:40:33 -0500 |
don't forget the fish race theme! we may want to have some special themes
for some of the mini games
especially since it looks like we will program a couple of the mini games
first and maybe even use them standalone
----- Original Message -----
From: "Owen Swerkstrom" <address@hidden>
To: "bontz" <address@hidden>
Sent: Monday, August 04, 2003 8:23 AM
Subject: [Bontz-team] music
> >[Marcus] :
> > Okay. So I'm just trying to get a feel for the first
> > mission. Is he feeling
> > heroic (Indiana Jones theme), warlike (Mars from
> > "the Planets"/Gustav Holst,
> > Imperial March/ John Williams) or is there some
> > other kind of feeling you'd
> > like to build up?
>
> Hmm, you ask good questions :^)
> The game isn't really broken down into missions a la
> "level 1, level 2" etc, though for the sake of writing
> what will be a branched storyline I've segmented it
> into (long, game-wise) chapters. As we see it right
> now, the game will never tell the player "chapter 2",
> or "your mission: do such-and-such", but through text
> dialogue, interacting with non-playing characters and
> such, the direction of the game and the
> what-to-do-next stuff will be revealed.
> For more about the story, open up
> "story" in
> http://www.nongnu.org/bontz/docs/freemindbrowser.html
> it's a little out-of-date, savannah's cron job will
> have my updated one live within a couple hours. But
> chapter 1 is pretty complete on that old version. In
> terms of game time, I imagine chapter 1 to be
> somewhere around 1.5~2 hours long and chapter 2 to be
> 2~3 hours. If the game gets over 10 play-hours long
> I'll be very happy. :^) With various story branches
> and it being open and hackable, hopefully people will
> play with it one way or another beyond their first
> play-through.
>
> That said, there are a couple themes I think we're
> "missing" at the moment. One would be something we
> might want several variations on, an "overworld"
> theme. This might be something like a heroic
> Indiana Jones sound, but might have a more general
> "there's a big world to explore here" feel to it. As
> I think about it, the main Indiana Jones theme is
> actually very similar in feel to what we'd want here.
> As the player is out "in the wild" between towns or
> looking for that secret cave or just wandering around
> looking for monsters to fight for gaining experience,
> there should be a sort of big-feeling theme going on.
> Perhaps there would be a more mellow or mysterious
> version for the deep forest areas, or a sparser,
> harsher version during mountain exploration, or things
> like that.
>
> The other main "feeling" I'm not finding in any of the
> bits we've got so far is an andrenaline-filled battle
> theme. Battles will rely more on picking the proper
> things on text menus and having a good strategy than
> having superb hand-eye coordination, so it's the
> music's task to make battles feel like intense duels
> between Furgason's party and a group of baddies.
> Something warlike there may be appropriate. We'll
> probably want two main battle themes, one for
> "regular" enemies and one extra-scary one for the
> extra-tough boss enemies. If you've ever played a
> Final Fantasy game, I'm thinking along those lines.
>
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