The Sounds of NovaMundi – Livestream with QuietGecko

As part of our participation in the Steam Game Festival Winter 2021, we went on a live stream to talk about the music and audio of the project, including breaking down one of the tracks of the game.

Here’s a breakdown of the topics we discussed:

  • 2:20​ – QuietGecko introduction, and his approach to music creation.
  • 4:45​ – Considerations on the representation of Muisca culture in music and other aspects
  • 5:36​ – Description of what we plan to do in this session
  • 7:49​ – Muisca Exploration Track # 3 – “Shadows of Pacanchique”
  • 11:33​ – How the track fits with the latest redesigns of the audio design
  • 12:45​ – Inspirations for the composition of the track based on the plot of the game
  • 15:50​ – How the track fits with the latest redesigns of the game narrative
  • 19:00​ – The creative process and the references we used (Age of Empires, Northgard, Age of Mythology…)
  • 22:25​ – Exploration of the base melody and construction of the track around it
  • 25:30​ – Discussion about incorporating back the thematic progression into the game
  • 27:35​ – Using Mellow Mixes for transitions
  • 29:15​ – Including battle chants using the Muisca’s language in the combat layer
  • 33:05​ – “Fiery Struggle” – Battle Layer (Vocals)
  • 35:07​ – “Fiery Struggle” – Battle Layer (Vocals + Instrumental)
  • 36:40​ – Dynamic composition using layers
  • 40:50​ – Future plans for the audio of the game, including dynamic ambiances in procedurally generated maps.
  • 45:15​ – The importance of the moments of silence and projecting the actions and the status of the expedition in the audio, not just the terrain.
  • 46:25​ – Advantages of using middlewares for Audio
  • 48:00​ – Creating Audio Systems as the soul of game audio
  • 49:30​ – Comparison of demo and “real” instrument recordings.
  • 53:49​ – A conversation between two guitars
  • 55:55​ – Newly added guitar segment (unrevealed)
  • 57:40​ – Impressions of the new guitar recordings by the team
  • 59:10​ – Recording equipment and instruments
  • 1:01:50​ – Research on authentic historical Muisca Music and chants
  • 1:04:30​ – How our personal experiences (as non-indigenous Colombians) blend with the historical research and are projected into the game

OpenArthurianX6 – Dev news

After all the craze that was 2017 js13k, I went back to my duties with OpenArthurianX6.

So far I’ve been working on the combat system mostly. The game features an hybrid action mode, the “mobs” move around the grid based map, deciding what to do every x millisecond (at first restricted to moving around or sitting idle). First task I took was allowing the transition to combat mode, in which the mobs take turns to act.

To achieve this, I added a synchronization phase where all mobs finish their moves before the actual combat state is established.

Next up was adding the “attack” action, but in order to make it work, a major refactor on how the actions flowed was done. Everything was changed to use promises instead of timers. This will allow to more easily add other actions in the future as well as parallel input modes (keyboard/mouse)

Also implemented some damage calculations based roughly on Ultima 6, and added the corpses to the ground when killed.

Finally, added some simple AI for mobs to seek enemies based on their alignment, for now they just seek the player and attack him. The actual attack action was pretty straightforward to implement for the mobs since they are the same as the player 🙂

I streamed the development of this latter part, you can check it in Slashware’s youtube channel here!