- Created on Monday, 27 January 2014 07:59
- Published on Monday, 27 January 2014 07:59
I was lying in bed, wide awake thinking about the ES soundtrack. Why sleep when you can blog about it?
Let's get right to it: Snare drums.
I have had difficulties finding good snare drums. I often think they sound cheap and fake, but lots of my favorite electronic groups had good and simple snare drums (The Prodigy, The Crystal Method, etc). What I found and did with most of my own music is to layer at least 3 snares on top of each other. Take snare A and isolate the high frequency, take snare B and isolate the mid frequency, and take snare C and isolate the low frequency. Add them together with a bit of reverb and you have an original, layered and interesting sounding snare. The problem I have with this is that it doesn't sound right with what should be in the ES soundtrack. When I think of the drums for ES, I think back to the classic Sega Genesis drumset. Of course I want it to be modern and will use what I have available when it works, but I love that old school drum sound. Old Depeche Mode also had really good classic drum sounds. I haven't found any snare drums that I've wanted to use so far, and if I don't I'll start sampling from my favorite soundtracks, starting with the nice and isolated snare at the start of Metropolis Zone ;)
- Created on Sunday, 19 January 2014 00:50
- Published on Sunday, 19 January 2014 00:50
I've decided to start blogging about my development of the Elysian Shadows (ES) soundtrack for a couple of reasons: I will be able to look back through the posts to remember things I may have forgotten, to give ES fans more to check out, and since ES has an awesome fanbase I'd like to get their thoughts on various things too.
Right now I'm researching various things; production techniques, musical style of my favorite game/film composers, and what gear those composers used.
First off I've been listening to the Donkey Kong Country soundtracks a lot.
- Created on Monday, 13 January 2014 20:31
- Published on Monday, 13 January 2014 20:31
Adventures in Game Development Chapter 21 is here! Witness the creation of our new dynamic lighting engine, 3D audio engine, several pathfinding algorithms, various tilesheets, and two kick ass background music tracks.
After you've watched it the first three times, take a break between sessions to head over to the forums to discuss and ask the team questions about programming, game development, or anything else that's on your mind.
- Created on Tuesday, 24 December 2013 00:06
- Published on Tuesday, 24 December 2013 00:06
Merry Christmas to all of our followers. We have a quick update to prove once and for all that Elysian Shadows Is Far From Dead.
We hope you all have a great holiday and happy New Years. Stay safe!
- Created on Tuesday, 28 May 2013 18:26
- Published on Tuesday, 28 May 2013 21:44
So we just had our third official Youtube livestream. Thanks to you guys, we had a great turnout. I believe we had about 100 simultaneous viewers at one point, including some fellow indie developers and our friends from the Dreamcast scene. If you missed the stream, you can still see it on Youtube:
As promised, we will now release the relevent development posts from our private development forum for your reading pleasure and education.
- Created on Thursday, 04 April 2013 20:01
- Published on Thursday, 04 April 2013 20:01
As promised, ladies: Elevation is done.
- Created on Thursday, 04 April 2013 18:51
- Published on Thursday, 04 April 2013 18:51
Mentlegen, the last thing left before we are ready to enter the era of art-driven level creation and gameplay development is allowing the player to transition between z layers. Tyler and I did a considerable amount of whiteboarding on the subject the other day, and we believed that we had worked it all out:
Warning: fuck-ugly programmer art incoming! ;)
- Created on Monday, 10 December 2012 21:42
- Published on Wednesday, 12 December 2012 00:28
I have been pretty busy over here at Studio Vorbis dual wielding the Engine and Toolkit this last week. In the interest of not destroying you guys with a 10 page article that nobody winds up reading when I'm done with all of this, I will be posting updates iteratively. As you should know, I am continuing my work with the physics sandbox. It is actually complete for the most part. Or at least as far as I am willing to take it at this point in the project. Full collision support for every layer, every important tile collider type implemented, mass aggregate physics working. The rest will come later (when everybody is off of their asses and working), so that I will not be halting all progress to implement a few very time consuming corner cases.
- Created on Monday, 12 November 2012 23:45
- Published on Monday, 12 November 2012 23:45
In the two weeks since I had released ESTkv1.5.3 internally, the Toolkit has received a shitload of usage from Tyler and the rest of the team. Within a few days, Tyler found a list of several bugs/nuances with the new release. We spent the weekend developing side-by-side, breaking the Toolkit while fixing the Toolkit. I wound up resolving all of the issues we found within the first couple of days... However, I was to be having a septoplasty within the next week. We figured with me taking a week off to recover, I could also add some trendy new features that we had both been whiteboarding in time to make the patch release. So in the interest of maintaining our momentum and taking one for the team, I had my surgery and spent the week writing code while high on painkillers. I will affectionately refer to this patch release as the ESTk "Opioid" build. Please don't try this at home, kids...
- Created on Sunday, 28 October 2012 19:37
- Published on Monday, 29 October 2012 00:27
Some changes that have been impending, both for the Elysian Shadows team and our project, have finally begun to see the light of day! Because of Falco’s assiduous work, scrupulous attention to detail and brilliant designs the ESTk is nearing a truly complete software product. ESTk has become as essential and invaluable as game designers and artists on our quest to forge the world of Elysian Shadows. However, as impressive and powerful as the ESTk is, it is still a tool; a conduit that requires input from brilliant minds and skilled hands to see our project through to a reality.
All of that being said – this is where you come in! This artist primer was made for recruited artists to bring them up to speed on the project graphically, and to acquaint them with the underlying technology. Though it is able to stand on its own, we strongly encourage discussion of the concepts to facilitate understanding. Whether the artist is new to the concepts of layered top-down 2D RPGs or a veteran, this document was intended to provide all of the necessary information to help us build an artistically contiguous, cohesive, and immersive world. It is my hope that by publishing this primer we are answering many of the questions about the finer details of game world design. We aim to reach out to talented individuals who are interested in stepping up and demonstrating to us that they have what it takes to be an Elysian Shadows graphics artist.
So without further ado, I present to you, the Elysian Shadows Artist Primer!