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Thoughts on a DM RTC update
Posted: Wed Feb 14, 2007 12:39 am
by Gambit37
I've been tinkering with making a "high res" version of DM in the RTC engine on and off for a couple of years.
This would basically be improved graphics and the addition of music and ambient sounds.
In terms of ambience, having messed around with various ideas I kinda know now what works and what doesn't.
However, if given the choice, would you rather have each level:
1) Silent but with key pieces of music kicking in for appropriate actions/events, or
2) Looping background ambience with the occasional musical sting, or
3) Looping background ambience, no music
4) Looping background music, no ambience
???
Posted: Wed Feb 14, 2007 12:52 am
by George Gilbert
Personally 2 sounds good to me. Something vaguely relevant to the level playing in the background so as you hardly notice, and then at key moments something short to highlight the specific area / achievement.
Can't wait to play it, no matter what you decide!
Posted: Wed Feb 14, 2007 12:58 am
by beowuuf
Level four with the low rustle of worms and the occasional snarl and sound of something being torn apart

Posted: Wed Feb 14, 2007 1:02 am
by Trantor
I think option 2) is the best - atmosphere throughout the whole game, but rousing points at special occasions. Seems great to me!
Posted: Wed Feb 14, 2007 10:14 am
by linflas
3. i like the no music idea in DM.. to keep a bit of oldschool feel
Posted: Wed Feb 14, 2007 11:15 am
by Gambit37
I edited the post with a fourth option!
Posted: Wed Feb 14, 2007 11:37 am
by THOM
I like Option 2 the most.
And it gives one the opportunity to switch off the music completly, if you don't want it.
Posted: Wed Feb 14, 2007 6:22 pm
by Parallax
I like option 3 best. Music kills the mood.
Posted: Fri Feb 16, 2007 12:27 pm
by Joramun
You can always do option 2) and release a no music and a no ambience version
Though I feel a totally silent dungeon with an occasional surge of music would be weird.
More ambience sounds would totally rock. I can already hear the crackings of the walls, sounds of water drops falling, distant echoes of foot steps... It would make the game frightening.
The coolest thing would be to hear what's happening downstairs and upstairs
Good luck for graphics thought, there's is really a lot to do in that area !
Posted: Fri Feb 16, 2007 11:25 pm
by PadTheMad
Definitely option 2. A hi-res redux will be different from the original anyway, so it makes sense to me to add ambience with a touch of music to give it that extra edge. When it's done right, ambient sounds / music can make a game so much more involving.
Posted: Sat Feb 17, 2007 10:51 pm
by Des
I'd go for option 2. Ambient sounds such as wind, water, moaning, rattling chains etc. plus musical snatches. Joramund said he thought a totally silent dungeon with occasional surges of music would be weird. Guess he hasn't played Angel's Egg
