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Post by redrook on Mar 30, 2018 1:23:31 GMT
Roguedjack back posting, TWO very active revival/spin off games... does the twitching of this corpse show signs of reanimations or is it just bugs under the skin? I am optimistic that this game is just reviving from it's torpor. Hell, even I'm posting again since ever. Lemme know how I can help!
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MP
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Posts: 150
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Post by MP on Mar 30, 2018 2:52:06 GMT
Agreed. I'd love to see the game get some attention again, because it really has so much potential. Maybe once our forks have made a bit more progress.
As the community is so small, play testing is super important; keep it up and thanks for your efforts so far. If you're handy with audio editors, Still Alive could do with a spruce up in that regard. It's far from a strength of mine, so I've been hoping for someone to improve the sounds.
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Post by redrook on Mar 30, 2018 4:31:39 GMT
I haven't really fiddled with sound design since high school, but I can dust off what I remember and hit some tutorials. Any sort preference for file types/sizes?
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MP
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Posts: 150
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Post by MP on Mar 30, 2018 6:22:24 GMT
If you think you can improve any existing sfx feel free to give it a shot, and if it turns out to be better I'll include it. Replace/tweak them, fix the low quality, or even just improve the compression of the heavy files. I haven't gone to the extent of optimising the compression yet, but smaller is better for the initial game load, so long as the quality remains good. I've dropped mp3, so ogg only please.
I'm not sure how others feel, but I think the screams are most in need of work. They need to be normalised and balanced. Some sound too close, some too shallow. Some sound like they're in a bathroom. Not good. The gun shots could be better too. I didn't want to pay for professional ones, so all sfxs I'd just modified from freesound.org and opengameart.org.
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Post by redrook on Apr 6, 2018 3:57:20 GMT
Alright, I'll get puttering and see what I can cook up.
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MP
Member
Posts: 150
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Post by MP on Apr 6, 2018 8:26:38 GMT
Cool. No pressure. Just have fun with it, and if you improve on my rubbish work I'll be happy to put them straight in
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Post by redrook on Apr 8, 2018 6:07:07 GMT
What program did you use for the SFX you've already done?
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MP
Member
Posts: 150
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Post by MP on Apr 8, 2018 7:14:32 GMT
Audacity mostly. To create a poor man's distance effect I reduced the amplitude and dialled in some low pass filter - it was usually something like: vanilla for 'player' sounds 1500Hz, 12dB rolloff for 'nearby' sounds 1000Hz, 48dB rolloff for far away sounds
Also, I used foodbar2000 to fix ReplayGain on the shouting SFXs.
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Post by ericomont on Apr 13, 2018 23:14:00 GMT
Lots of people probably went other ways after non-advancements on the original game. People probably went towards Cataclysm DDA. Still, there is something of a simplicity with RS that keeps me going with it. Probably the better handling of NCPs.
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Post by zaimoni on Aug 6, 2018 20:18:45 GMT
The AI situation in C:DDA was inherited from C:Whales; from what I can tell a serious upgrade attempt (to the player orders to NPCs) only started earlier this year. The baseline they're having to improve is simply far worse (default mode is no-op[!]), and the inherited game rules actually differ between the player and NPCs (radically).
The map representation does not help here (the required restructuring is so radical that at least three attempts have failed already). C:Zaimoni fork of C:Whales will likely start on that (map representation) immediately after cutting the 0.1.1 release.
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