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The Considerations of Development

The Considerations of Development
Name:AcidFaucet 
Date Posted:Sep 16, 2007
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Tend to come across a lot of "This is my design" or "Here's my magic system, check it out, it's cool" .plans and posts but few posts actually touching on serious issues of independent development. Designs are cheap, we've all got 10 thousand in our heads.

Since designs are so cheap, it only makes since that the solutions someone comes up with to solve their problems in content are of considerable value. Afterall, content is the bitch for lone wolves and small teams.

Of course I'm only detailing audio as art and code were non-issues other than pipeline considerations.

[u]Audio[/u]

Where will the sound effects come from?
1: Most effects will be foley sounds produced courtesy of the many unusual items in my basement as well as the short lived classics (cans full of soup, lettuce, etc).
2: Audio will be recorded with a mixture of equipment both of my own (I built several condenser and dynamic mics during an electrical engineering course, they're top notch) and higher end (and therefore less expendable) equipment on loan from a friend.
3: I'll handle the sound effect post-processing (good old goldwave)

Where will the music come from?
1: I will have to compose most of the music, with a few tracks being composed by the same friend I'm borrowing recording equipment from. Luckily I took both music theory and composition ages ago and have been slowly getting back into the mode working through Russo's old school book.
Consideration because of this: I'm obviously not going to be writing blockbuster quality epics, so to compensate most tracks top out at 30 seconds while ingame music will change frequently with the circumstances. Each track will be divided into layers (e.g. percussion only / all others) to help a bit more with being varied.
2: Though I'll be composing in MIDI, my audio hookup will sit down and use his setup to (philharmonik I think) to get a more realistic sound than nasty midi. This is also why I have to do most of the composition (as he'll still be spending a good chunk of time tweaking).

Where will the vocals come from?
1: This is why you do things like list issues and their solutions, so you find issues like this one, that make you think. As this is an up-in-arms issue.



It would be interesting to see what considerations others make and the resources they use to solve their issues. As I mentioned above, designs are cheap, solutions valuable.

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J Lesko   (Sep 17, 2007 at 01:22 GMT)
Audio can be very time consuming, even once you have all of the sounds in the game, you have to manage the levels, loops, fades, etc.

I would suggest not recording your own sounds unless you need something that isn't already out there. There are tons of very affordable, high-quality sounds on the net that you can at least use as a base.

For instance, when I needed the sound of a coin entering an arcade machine, I first tried recording one myself with an actual arcade machine. Even after 20 takes of varying quality, I ended up going with a combination of pay-phone and slot machine sound effects that I got from Shockwave-Sound.com.

Same with music. I originally planned to write all of the music myself, but one of the best decisions I made was to hire someone else to do it. I still wrote one tune and some incidental music, but I got a lot more bang for my buck by outsourcing. There are a lot of indie-friendly freelancers out there, just remember that it can take time to communicate back and forth with them.

For voices, I started with modified versions of my own voice. One of which I kept in, but only for comedic effect (an annoying girl's voice). For the "virus" voice, even though it was vocoded, I decided it was better not to use my geeky voice as the base, so I hired a friend that had done radio work previously.
Edited on Sep 17, 2007 01:56 GMT

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