Category Archives: media

Yep, why not have two

It has recently come to pass that another conlang (artificial language) was added to Scout’s Journey. There are two talking alien factions, so…

It’s an interesting challenge to make aliens talk believably. Luckily, the two factions are quite different; one is militaristic, invasive and arrogant, the other is comparatively peaceful and spiritual. I find these two contrasting characters make it easy to form words and sentences that have different tones to them.

Here’s some examples from Language A:

 

HASTINGS
(at the top of his lungs)
Etoye, ido ota’a dulzug, ashide sharug’a!
Listen, we are not enemies, we are allies!

 

ABBOT
Hasuka’a gise gosiden.
Praised be the Eater of Stars.

 

VANDRELL
Ashik dor dulzug’a.
See, the enemy is there.

 

BORTAS
Hata, shidu ota dolyug.
Yeah, it’s an attack.

 

SCOURGE SERGEANT
Ido akocha!
Show no mercy!

 

SCOURGE SOLDIER
Falridoye asukh.
Take cover, firing.

 

And here’s Language B:

 

KINGFISHER
A silute eske onomite naanutat, omote.
The stars are beautiful tonight, Grandfather.

 

KINGFISHER
Ho kete ta?
What does she want?

 

STAR-­GAZER
(deadpan)
Kenu’t skei-­hostut etet.
She wants to find the Scourge.

 

KINGFISHER
Ho wa ketah ta?
What is her name?

 

STAR­-GAZER
Ote wa menut kite.
She who finds the way.

 

KINGFISHER
Eska minu ketah.
Good name.

 

While I wrote a bunch of grammar for the first one and tried to stick to it, I tend to just wing it with the second one. Once I write banter for their battle groups, I might have to lay down some rules though.

This might seem like overkill, but it’s actually really fun to do. And it makes the game world more plausible.

Technically, there is a third alien faction, but they’re insects. I’ll probably let them use a pure click/noise language. Maybe gestures, too.

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Check this out

Those of you interested in orchestral soundtrack stuff may want to check out the new version 2 of Paul Battersby’s Virtual Playing Orchestra, a free VO sample library in sfz format.

A beautiful sounding full virtual orchestra at your fingertips for free, VPO pulls the best samples from Sonatina and a few other sources to create a pretty well rounded library that lets you compose complete orchestral scores in software such as Reaper.

Free as in beer. The new version is very nice and not such a big download.

Grab it while it’s hot. And maybe join us at Scoring Central Forums.


Musical Prison Break

This piece of music was originally done a couple years back, in a software that doesn’t allow exporting the MIDI data. Since I now work in Reaper, I had to reprogram it by hand from start to finish. The upside of this spectacle is that I can finally continue working on it.

Most of the strings part was done by the violins in the old version, because I didn’t know a whole lot about how to orchestrate things, i.e. spread them out across all the different instruments. So I wrote a violin part that should have been a viola part, and kept wondering what to do with the violas. Turns out the joke is on me.

The old version had eight instrument tracks; the new version has 23, i.e. most of the orchestra. There’s now trumpets in there, tuba, full woodwind section, solo oboe, celli, and viola. Plus the relatively new mixing and mastering chains and seperate reverb units done per section of the orchestra. Plus a decidedly non-orchestral effect: artificial stereo echo on the harp. I figure I can take some liberties like that if it adds some kick.

Best of all, I’ve got the raw data now, so FREEDOM!


Do That Again, With More Boom

Current WIP.

For those interested in this stuff and owning a working set of ears, here’s the progress:

  • Dynamics (MIDI velocity, expression etc)
  • Tempo (it varies now)
  • Mixing (clarity, separation, room)
  • Effects
  • Mastering

Channel effects: VoS BootEQ, Tesla (harmonic saturation), TDL Kotelnikov compressor on drums. EQ was mainly used to add brilliance to horns and snares. The Kotelnikov is actually a primo drum compressor IMHO, clean but punchy.

Mix effects: VoS EpicVerb (1 per section of the orchestra). Doing it per section really adds room.

Mastering effects: VoS Thrillseeker XTC (exciter), Thrillseeker LA compressor, VladG Limiter 6.

The use of a limiter makes this quite a bit louder and more even in loudness than previous mixes. This is heresy for classical music fans, but since this is a game soundtrack, I opted for loudness for the hearing impaired and to compete with booming guns.

Writing has made good progress as well. I feel I’m on a new level with my writing. Which is good and man, it’s about time all that elbow grease paid off.

Note: It recently came to my attention that Firefox may not always display videos on this blog. If that is the case for you, kindly try without Adblock for this site?


Making a 5 point perspective grid

5point_grid

From the department for weird stuff you never learned in school comes this monstrosity. A 5 point perspective is basically a fisheye-lens type view. I was curious if I could accurately construct one (most people seem to just wing it with the curved lines). Turns out it’s not really possible on paper because the radii get too big but in Mypaint or Gimp, it’s quite possible to do it with the ellipse tools pretty accurately.

You can actually see the five vanishing points here because so many lines cross there 🙂

In reality, this is really just a 1 point perspective (the center vanishing point) with curved verticals / horizontals. This is apparently pretty close to how the human eye sees things.

What’s it good for? Use as an overlay in a drawing software to create fisheye-lens effects in your (concept) art.


Some new music

Fleshing out a musical theme I began last year.

Other pieces of music have been touched up and remixed. Some themes (such as the reggae one) are no longer in the game. You can hear 10 minutes of work in progress music from Scout’s Journey here.

Contains:

Scout’s Theme
Esperanza’s Theme
Heroic Theme
Naruuk Theme
Goddess Theme
Herd Theme


Masters of Puppets

Let’s play a mobile game, shall we? One of the top rated ones, preferably, one that promises light-hearted entertainment for the weary traveler, all for the price of watching an advertisement now and again. That seems like a fair deal. A no-brainer, right?

How about that zombie shooter with all the exalted reviews. Best zombie shooter ever made, they say. Best graphics. Looks like a console game. This could be on PlayStation 4, they say. All the cool kids are playing this, they say.

OK, that sounds slightly unrealistic for a mobile game, to the point where your mum would notice it, but let’s not be a party pooper. Maybe the game developers are just really good, right. Right? Don’t look at me like that.

The hook

First off, you get hit over the head with some jizztastic graphic shenanigans powered by Latest Fashionable Game Engine, Improved Shininess. Fire! Smoke! Exploding helicopters! What a show. Looks awesome, almost to good to be true for a mobile game, you think.

Until the first level is over, which happens suspiciously quickly, and you’re dropped in the real game. The hook has been deployed. The façade is ditched quickly. The scripted explosions and bombastic particle effects have faded.

The world turns into the blocky, repetitive sequence of boxes that it actually is. The shine dims into a tasteless, worldwide fake cubemap reflection. The pretense falls by the wayside until you can’t help but notice that fan made Quake levels look better than this pseudo-shiny console-quality wannabe contender.

The vicious circle

The basic gameplay seems surprisingly adequate for a mobile shooter, which these days is good enough to serve as part of the lure, until you realize that it isn’t terribly challenging.

Challenge is merely simulated by turning the basic zombies into bullet sponges over time in order to force you to upgrade your guns, which is otherwise completely pointless because the upgrades don’t actually do anything new. You see, the challenge is a lie.

The game just creates an endless grinding cycle of weapon upgrades that not only cost ingame money (read: your time) but also require you to upgrade the gunsmith first, which requires you to upgrade the tech level first, which requires both extra money and extra time, UNTIL you may then finally upgrade your pea shooter, which makes you wait for another 24 hours.

Bitch.

As if that wasn’t enough, the game will force video ads down your throat while you grind through the merciless slog that will make your gun’s damage output keep up with the ballooning hitpoint count of the common lead pipe zombie. Congratulations, mindless victim, you have been turned into a drooling button pusher while the game developers are laughing all the way to the bank.

But rejoice, there is a way to avoid all that: Paying real money.

The special offer

For just a couple quid, you can have enough gold to buy that upgrade now! Hey, what’s a couple quid, asks the hapless victim as he pulls out his parents’ credit card, tapping blindly down the downward spiral carefully prepared for him.

Hey, says the game, while you have your credit card out, why not buy a premium-only GOLDEN AK 47 for just 50 quid? Your friends will be impressed!

But here’s the thing.

The alternative

Once upon a time, games used to hand you all the cool stuff. You’d get a better, more impressive gun after simply playing for a while. No grinding, no paying for extra premium currency packs. The game would simply give you the rocket launcher, or the grenade launcher, or the crossbow, or the magic wand that freezes enemies so you can shatter them into a thousand pieces with one shot of your immense fertility dispenser.

Just like that.

And enemies would actually behave in more interesting ways the longer you played instead of simply having a variable increased whenever the developers felt they needed to wring some more dollars out of an audience of mindless MasterCard equipped teenage puppets.

And you’d only have to pay once. Up front.

And the best part: These miracle games are still around.

You see, when you can get classic games such as Quake, Half-Life 2, Crysis, or Left4Dead for under ten bucks, and play forever, spending fifty quid on a golden AK-47 in some ripoff mobile shooter looks about as attractive as a can of cold jizz.

And when you can play Team Fortress for free online, or download STALKER : Shadow of Chernobyl as a free, completely playable alpha version from the developer’s website, then spending real money on a premium currency pack for Zombie Money Laundry 2.5 seems to be something only a demented weasel would ever seriously consider.

Don’t fall for it

Here, says the game, with a desperate toothpaste smile, have a free slot machine to win some premium currency! Don’t have enough gold? No problem, ten gold just 3,99! Special offer!

Aw shuddup.