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999290 Posts in 39213 Topics- by 30619 Members - Latest Member: Luux

April 23, 2014, 03:05:22 AM
TIGSource ForumsFeedbackDevLogsFinished[icefishing v] An Interactive Noise-Based Album
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C.A. Silbereisen
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« Reply #45 on: April 09, 2013, 11:42:11 AM »

Quote
So I want the glitch aspect to be authentic here. There are countless plugins for audio programs that create 'glitch' effects and the like, but I'm trying to get Unity to create the glitch. One of the main things I'm doing to achieve that is playing with the doppler effect. So for instance, certain sounds in the game have stupidly high doppler values, far higher than what you'd actually use if you were aiming for a realistic effect. This means that when you move towards or away from those sounds, they start to pile up on themselves, transforming from gentle drones into strange, digital stutters. This would sound rotten in most other contexts, but here it can be really effective. And the thing I like is that it's 'authentic', it's genuine, real-time glitch caused by the player's involvement, rather than a .wav of a 'glitch' that plays when triggered. Now, some sounds don't translate well once processed like this, so it's an iterative process of creating sounds in Logic, dropping them into the game, and fiddling with the parameters to see how they sound.
as someone who has released "glitchy" music on netlabels in the past i just want to say that this is a fucking cool idea and i wish you the best of luck finishing it.
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caiys
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« Reply #46 on: April 13, 2013, 02:35:20 AM »

Did do this tiny, poorly edited trailer though: http://t.co/DMqQAmHTwl

oh gawd this all looks spiffy  Hand Thumbs Up Right
« Last Edit: May 05, 2013, 01:23:20 AM by caiys » Logged
Nate_G
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« Reply #47 on: May 04, 2013, 09:19:39 AM »

All done.

http://v.icefishingmusic.com/

I'll write something about it tomorrow.
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icefishing v, a noise-based ambient game: http://forums.tigsource.com/index.php?topic=28630.30
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DIY audio experiments. Industrial ambient music. Sound design. www.gallardosound.com
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« Reply #48 on: May 05, 2013, 01:22:57 AM »

this be super rad folks  Hand Thumbs Up Right Hand Thumbs Up Right Hand Thumbs Up Right
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Schrompf
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« Reply #49 on: May 13, 2013, 05:57:41 AM »

Played it. Loved it. It was a truly alien experience, I sometimes had the impression of a fever dream, with sizes and shapes molding as I watched... well done! The final slow motion breakdown of the last world was impressive as fuck!   Hand Thumbs Up Right

But I think it could be even better with a few twists. For example: everything in the world was actually friendly towards the player. If you'd add a few things that emit industrial-like noise to give them a dangerous vibe, and then kill the player if she touches or shoots the thing? It's probably hard to implement as the current game has no form of checkpoints or saves, but it maybe force the player to explore more carefully and listen for audio cues. I mainly played by plainly shooting everything until one changes the color, and I probably missed alot with that approach.

I also missed a few real rhythms. I tried the "rhythm" buttons '0' to '9', but I didn't get if they actually make a difference. Do they?


Anyhow - great work! I enjoyed the trip.
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Let's Splatter it and then see if it still moves.
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« Reply #50 on: May 13, 2013, 10:25:12 AM »

grats dude  Smiley Hand Thumbs Up Right
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Nate_G
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« Reply #51 on: May 13, 2013, 10:29:36 AM »

Thanks for the kind words Smiley

Schrompf, fair suggestions, but I'll explain why none of those things are in the game:

icefishing v was my final project for degree in Music and Sound Design, so the overriding goal of the project was to create an interactive piece of sound design. So, while I always wanted to create an interesting game as much as a sonic composition, aimed at people who like weird games as much as people who like weird noises, the primary audience was a small group of music/sound focused academics, about whom I couldn't make any assumptions as to their level of game literacy. Another goal was to try and meaningfully blur the lines between album/game, to hopefully appeal to people whose main interest might be noise-based composition or sonic installations as opposed to games. So, with these target audiences in mind, I set out to make something with as low a barrier to entry as possible, ie. no skills-based challenges, no complex puzzles etc. Ultimately, I simply couldn't afford to create something that my markers mightn't be able to complete, and so that carried a lot of weight in the design process!


The glitch rhythms are extremely basic, 0-9 just causes a glitch every 1-9 seconds. I wanted to implement more complex, stacking rhythms, but.... time!

Thanks again for playing and taking the time to let me know what you thought :D
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icefishing v, a noise-based ambient game: http://forums.tigsource.com/index.php?topic=28630.30
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DIY audio experiments. Industrial ambient music. Sound design. www.gallardosound.com
---
@Poxican
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