2010
05.21
05.21
I’ve been quite productive on my next prototype recently. I’m trying to set up a small sandbox where you can experiment various game mechanisms, mostly around items.
Even though I try to focus on those mechanisms, I can’t help but spent a lot of time on visual fluff… This is a lake with reflected clouds. The small dots near the two characters is a shoal of fishes. This is the prelude chapter, before you enter the cave and I try to give it a daydream aspect, where everything’s quite and beautiful and nothing bad can happen. I hope to be able to setup some sound atmosphere to enforce this. Right now all I have is a intro screen music.

*jaw hits the floor*
jice, you are completely insane, and I mean that in the nicest possible way:D
Well, if you can see it, you can interact with it, right? Like scaring the fishes away..
Give OGA audio a search. Specifically I think that the following might be of use to you:
Bird song
Rustling leaves
Water
I fully approve of the sounds-instead-of-music thought
Wow it really conveys that sort of feeling! One more step towards that goal could be to hide the health bar during that stage; many games do this and it signals that you shouldn’t worry about taking damage. Otherwise the player will probably expect a sudden fight scene
Minor detail though, the rest is awesome!
Good catch qubodup — you got me thinking, music can break that “suspension of disbelief” and having access to a library of sounds tips the scales in that direction IMO. Many of the recordings there are really professional. I’ll have to consider it for my own game in the future
Thanks all for your feedback !

@george thx for dropping the jaw, but keep some bones for when you see it alive
@TSMI the best compliment I’ve ever had
@qubodup awesome site ! I’ll surely use lots of those great sounds!! thx a lot. So you’re a sfx artist ? Doing some music too ?
@Jotaf good idea. I’ll junk the health bar. Added to fogbugz