You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
We probably need to know which parts of the message are the hit verb, block verb, object being hit, etc., but then we can take into account the length and sounds in each of the words and base the sounds effects on that. If there is a similarity between the sound of the spoken work, it should be very distant, but a more abstract correspondence, or similarity in length and rhythm should be fine.
The text was updated successfully, but these errors were encountered:
Now that we have frames, we have rythm. Add procedural music with last frames played and possibly last sequence of keystrokes (even just space and other void keys) influencing the rythm and tempo. Then fade back to a peaceful tune if there is no activity.
add sound effects, but only of things the player does not see; perhaps also sound cues, ominous sounds when something bad happens, e.g., a monster is spawned, will appear around a corner next turn, levels up, finds an object. Or perhaps take care that sound conveys no info that helps the player so that it's not mandatory, turning if off does no harm. Instead base the sound (or procedurally generated music) on things the player recently experienced. e.g., danger music if monsters were spotted recently (but not before they were spotted)
have musical motifs for, e.g., actor death and either play them at once
or after some time, when other motifs are not played or when harmony allows for such motif;
to make sure music doesn't leak info, at the same time as motif
is played, update ~ menu with total number of actor deaths;
if played not at once, this is even better, becuase not too much info
and the player knows music really related to events but is not
interrupted from normal gameplay by motifs (no impression of them
leaking instant events, but they just convey a mood, an atmosphere)
From time to time don't play any music to let ears rest. Restart when danger starts to brew, e.g., when the server knows enemies are near (or all enemies killed and then the first new one spawns), even the player doesn't see them yet.
We probably need to know which parts of the message are the hit verb, block verb, object being hit, etc., but then we can take into account the length and sounds in each of the words and base the sounds effects on that. If there is a similarity between the sound of the spoken work, it should be very distant, but a more abstract correspondence, or similarity in length and rhythm should be fine.
The text was updated successfully, but these errors were encountered: