No Footstep Switching for Enemies?
Still having no luck with setting up a decent footstep sound switching solution for the enemy characters. Either all the chompers get set to the same footstep material (which is too general), or just the one specific chomper game object that enters the collision box has switchable footsteps and all the rest do not get affected by collisions at all (which is too specific). Will keep puzzling out a solution, but in case I can’t work out something suitable in time, I might just go with having switchable footstep sounds being a feature of the player character. I don’t think this would be too immersion breaking, as the enemy characters aren’t humanoid in design, and therefore would have believable in-game reasons for having consistent footstep sounds. For example, the grenadier’s metallic footstep sounds could be realistically uniform regardless of surfaces due to the character’s sheer size and presumed weight. The chompers and spitters could have similarly believably limited footstep sounds due to their slimy, gooey look to their skin, which could suggest that wherever they walk their footsteps could sound plausibly wet all the time.
Sam Casey Composer Meeting
Had another meeting with Sam Casey, the composer for my Honours project, to check in with how the music is progressing for the project. Sam has agreed to deliver to me 2-minutes of the ambient theme (presumably for Level1?) and 30-seconds of the music for the Grenadier boss encounter for next week (Week 22, commencing 11/03/19).
I am growing slightly concerned however, that Sam isn’t following the brief directions that I set out for him to follow. I reminded him of the details and specifications I need the music files to be in, in accordance to the Music Design Document I provided him access to at the start of his involvement with the project. Upon trying multiple times to clarify exactly what I need in terms of music assets - base ambient and combat themes for each level, with separate stems for each enemy type - Sam wants to have a go at writing a self-contained ambient music section, and then a separate boss combat theme for the grenadier section. As I have enjoyed the music drafts he has supplied me previously, I am willing to indulge his wishes for now, as his musical additions would be of great benefit to the project. However, if he continues to not follow my design instructions, then I might have to consider alternative options for the score.
My big worry is that he doesn’t seem to grasp the flexibility of design the score needs to have. Transitions between ambient and combat themes need to happen instantaneously, and not work according to linear time measurements. I want to make the best use of his skills as a composer, so rather than have him write an 8-minute track for one section (that the player might only hear 30 seconds of) I’d rather he focus on making shorter, more modular, looping assets for all the sections/encounters I need, as I laid out in the Music Design Document.
I shall await to see what materials he delivers to me next week and I’ll make a decision as to how I should proceed from that point.
Mark Kilborn - 2015 GDC Audio Bootcamp Talk: Technical Sound Design