purifyweirdshard
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Post by purifyweirdshard on Dec 20, 2017 10:25:35 GMT -6
So I was going back through videos and comments (again lol) and came across something (I believe on the IGN video) that got me thinking again. Someone seemed to think there weren't footstep sounds for Miriam (there are), but them thinking that and seeing the other comments led me to thinking some common complaints could be related in a subtle and easily remedied way.
Miriam's steps aren't very loud/audible, they're mostly softer footfalls. If they were more clacky, environment appropriate of course, it would give a sense of screen presence as well as "speed" and feedback to the player and viewer that things were moving along more. The same could be said of the after-images folks miss from older Igavania games, they visually conveyed a sense of speed and satisfying feedback to your inputs as opposed to the more quiet, subdued, less pronounced gait Miriam currently has. Even the oft-mentioned perceived "floatiness" might not have as much to do with the jump physics so much as how she just quietly glides without effect in her run.
So the key phrase in the matter I suppose is "screen presence". That can tie in to satisfaction of actions (hitting/killing enemies), speed, the visual appeal of the game, attachment to the character, immersion, so many things - and all of that may be only as far away as adjustments to footstep sound, added visual movement effects, or even possibly the personality of the character (Miriam speaking during normal gameplay - past Igavania characters were sometimes vocal during attacks, spells and "up" poses - something that may be coming yet).
Something I've been thinking about today.
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Post by allooutrick on Dec 20, 2017 16:05:00 GMT -6
I need to go back and check on this. However the volume of her steps, anything in the game really, should be designed with the intent of the player hearing things through Miriam's ears or the cameras ears. Sounds can be more static in volume if heard from the camera but sound volume heard through her should decrease as they get more distant. Lastly balance should be considered. A blaring swing of a weapon wouldn't fit with barely audible foot steps of her running. Just my two cents and I hope it didn't derail anything.
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Post by Astaroth on Dec 20, 2017 19:50:45 GMT -6
this is a tricky subject because you have to balance the atmospherics of an area, how repetitive a certain sfx like footsteps are, and the inordinate amount of time a player may be in contact with said sound effect for things like grinding or farming
however i will say that used right you can really bring out miriams movement in certain rooms through odd floors being slightly more audible, like plush carpets having a shuffly sound or rubble having a crumbly quality, wood floors having a heavy sound with a slight creak as you pass over a breakable floor, and a grand cathedral can use that classic super echoey 'tok tok tok' heels on stone floor sound to bring home the scale of it, there are a myriad of little touches that can make simply moving informative about the world around you, but again being aware of the length of time someone may stay in one place is a valid consideration the devs have to take into account when setting just how loud some things are (crazy idea, if theres a footstep slider seperate from general sfx, then yeah they could totally make the footsteps normal volume and you could set the level of immersion you can stand >P)
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Post by Enkeria on Dec 21, 2017 8:34:58 GMT -6
There are usually 3-4 sounds on same surface when it comes to footsteps. If this would be applied on a few different ones I am pretty sure it would do just fine. The best part of having lower sound is that same footstep can be repeated, with higher volume it must be variated.
Also might keep in mind different shoes. As of yet we have seen two types in the game, low shoes and higher heel boot ones. The kung fu shoes should be quite silent and have a more plastic "tap" sound rather than a "clack" sound from boots.
Also, themes like castlestone or cavestone could both be used with same sound as a base, but with an echo or reverb (small) attached. I guess it would make you at least have 2 setting-sounds. Carpet sounds can also have same on both the "tap" and the "clack", with with different volumes.
Sound effects aren't really my main subject, but I have been digging around with sound for quite some years from games.
Environmental sounds are everything from ground with grass to mud, which would be same ground but if it snows or rains. I believe they could get away with alot of the same sounds since the Castle is (possibly?) mostly in stone.
I think also additional sound before jumping with the "clothes in the wind" could amplify the effect of her jump and reduce the thing some say is "floaty". And landing from greater distance had a cracking sound in SotN when we used the super jump ability. I wonder if it would be possible in Bloodstained as well to have a trigger when she falls or are punched into a wall with a set distance to activate that cracking sound.
Some games also combine sound with walks and powerful stomps with graphical elements, when taking off with a powerful thrust, the ground crumbles a bit, and its way more cracked when something heavy or fast lands. Dust particles are a thing in Bloodstained, its really nice to see when she lands on some areas. I think that is neat when it comes to normal jump from platform to platform.
Sounds do much, I agree. I don't exactly know how much it would change the feel however. But maybe a lot!
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purifyweirdshard
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Post by purifyweirdshard on Dec 21, 2017 9:01:51 GMT -6
Well, thanks guys, though it wasn't my intention for this thread to just be about loud footsteps. A caveat for that would certainly be annoyance, yes. A balance has to be worked in there.
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