Dank's Thread

    Crimson-Artist

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    sounds like a cross between Starbound and No Man's Sky. Overall I like it! The menu theme from 1:16 on sounds like it could be the BGM for starmades own intro movie. (I may or may not need that track. I have ideas now)
     

    Ithirahad

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    I feel like my words are 30 Gly away... these demos are stellar if you'll pardon the pun. They aren't how I imagined the StarMade soundtrack would go, but what you've presented to us today is parsecs beyond what I'd imagined. Thanks for making my day.
    I haven't heard music this good in ages! Stellar work, Danki ! ^-^
    Wow, truly astronomical amount of puns here. :P
     
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    Matt_Bradock

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    Imagine a 208 cm tall (6ft 10in) and 120 kg (264 lbs) guy jumping up and down happily like a toddler until his headset falls off and he starts cussing because it's an expensive Sennheiser.
    That was me, listening to these demos, imagining them in the game. To the family living one floor below, it felt like a small earthquake probably. I don't really care.

    As my private opinion goes, having them ingame yesterday would be 4 years late. But then again, I can be an impatient SoB (can I report myself for personally attacking myself and get banned for it?)
    Anyway. I'm geuinely happy that a.) there is a sound and soundtrack development finally on the way and b.) at least the soundtrack department is in absolutely the right hands. It was about time, but maybe the long wait will come to an end soon.
     

    Bench

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    Sound will still take some time to implement purely based on the fact that there isn't a sound engine in game yet, or one that actually does what we need it to do to support our vision for all sound could be and the immersion it could bring. Similarly to the NPC update, it could take a couple weeks or blow out to a month or two depending on the complexity of implementation. Regardless we're committed to getting it right, with all the bells and whistles Danki wishes for, because if the demos you're hearing are what he creates into a single mp3 file, imagine what the full audio experience in-game could be.
     
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    There´s something on my mind recently:

    I know that Schema is a big fan of the old Command & Conquer games. Well most people are. One of the reasons for this is the incredible soundtrack. Are there any plans for some C&C like industrial tracks? I think it would be quite fitting while in build mode or in combat.
     
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    serge1944

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    hmmm to silence for a sound post.
     
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    First let me say that I think we are on the right track (overlook the pun) and that with a bit more turtle wax on this hot rod we will be ready for some real racing. Excellent work Daniel. :)

    and to the rest of you; the first or even the popular is not always the best and I say to you;

     
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    First let me say that I think we are on the right track (overlook the pun) and that with a bit more turtle wax on this hot rod we will be ready for some real racing. Excellent work Daniel. :)

    and to the rest of you; the first or even the popular is not always the best and I say to you;

    I was about to disparage disturbed, but then I thought better of it. Just because I find them terrible (these days) doesn't mean that the people who still like them have any less of a valid POV. Everyone is allowed to like what they like...

    Except for Volbeat.
     

    Calhoun

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    I was about to disparage disturbed, but then I thought better of it. Just because I find them terrible (these days) doesn't mean that the people who still like them have any less of a valid POV. Everyone is allowed to like what they like...

    Except for Volbeat.
    This is the internet, you're not allowed to respect other peoples opinions!
     
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    Danki

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    Hey all,

    We've been chipping away at planning for the audio engine, and been making some great progress. We went through the assets list with a fine tooth comb (metaphorically speaking, for those who needed clarity) to determine what systems need to be in place, and how it matches up against what's in the game at the moment and to come. I'm super excited for where it's all heading! In particular, the way ambience will be handled excites me (side note: I sampled a boiling pot of coffee a few days ago, that will definitely have to work its way into an ambience somewhere :-p).

    It's still a while off until the first implementation of the engine gets into the game (we haven't yet begun implementation). At that stage importing files and testing them against every single action in the game will take place. Even that alone is a massive process - balancing audio, making sure all the parameters are properly set, etc. etc. But that's going to be an exciting era! I won't have to capture videos and match them up for testing... Unlike I had to a long time ago... But not in a galaxy far far away (Ok too far, I'm sorry).
     
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    It´s time danki. I know space is silent but it´s been silent for too long.
     
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    It´s time danki. I know space is silent but it´s been silent for too long.
    That's Schema's fault, not Dank's. There were already placeholder sound effects in the files. :P
    I want you to look at these:
    This is the code of a game I'm working on called Ezee for my school project. Looks big and scary, right? It took me about a week to get that far, and it's still not finished. It's entirely text-based, so no 3D graphics or sounds at all. Only words and numbers. Now, imagine if that was in Java instead of Python. It'd most likely be a lot more complex than that. Take a look at Starmade. It's 3D, uses texts, and is procedurally generated. It also has unique-ish ways it uses the data it produces, because it has too. That takes time to figure out.

    So, if it takes a person about 17 days to learn basic Python and make a very basic game from it, how long does it take for a person to learn advanced Java, make multiple iterations of just the engine, and develop it as far as it was before more people got involved? And then, how long does it take for a group of people to learn more languages to better the game, plan everything out, and split themselves to do a part of the game by themselves or in small groups, and make art and sound and ads and monitor the community?
     
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    nightrune

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    I want you to look at these:
    This is the code of a game I'm working on called Ezee for my school project. Looks big and scary, right? It took me about a week to get that far, and it's still not finished. It's entirely text-based, so no 3D graphics or sounds at all. Only words and numbers. Now, imagine if that was in Java instead of Python. It'd most likely be a lot more complex than that. Take a look at Starmade. It's 3D, uses texts, and is procedurally generated. It also has unique-ish ways it uses the data it produces, because it has too. That takes time to figure out.

    So, if it takes a person about 17 days to learn basic Python and make a very basic game from it, how long does it take for a person to learn advanced Java, make multiple iterations of just the engine, and develop it as far as it was before more people got involved? And then, how long does it take for a group of people to learn more languages to better the game, plan everything out, and split themselves to do a part of the game by themselves or in small groups, and make art and sound and ads and monitor the community?
    I think it'll take about 4 soon(tm)s
     

    Ithirahad

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    I want you to look at these:
    This is the code of a game I'm working on called Ezee for my school project. Looks big and scary, right? It took me about a week to get that far, and it's still not finished. It's entirely text-based, so no 3D graphics or sounds at all. Only words and numbers. Now, imagine if that was in Java instead of Python. It'd most likely be a lot more complex than that. Take a look at Starmade. It's 3D, uses texts, and is procedurally generated. It also has unique-ish ways it uses the data it produces, because it has too. That takes time to figure out.

    So, if it takes a person about 17 days to learn basic Python and make a very basic game from it, how long does it take for a person to learn advanced Java, make multiple iterations of just the engine, and develop it as far as it was before more people got involved? And then, how long does it take for a group of people to learn more languages to better the game, plan everything out, and split themselves to do a part of the game by themselves or in small groups, and make art and sound and ads and monitor the community?
    To be fair that doesn't look very scary, but then it's a relatively small program... There're just a lot more conditional checks than I feel like trying to read through :P

    (Also, it'd be no uglier in Java, so far as I know.)
     
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    Danki said:
    (side note: I sampled a boiling pot of coffee a few days ago, that will definitely have to work its way into an ambience somewhere :-p).
    First: I realize I'm responding to a months old post, thank god there isn't actually a necro-rule.

    Second: Why wouldn't that be the ambiance for the conduit block?
    That's running water, in a pipe, and I can tell you from personal experience that boiling coffee and water flowing through a big-ass pipe like that sound remarkably similar. (when you don't have ear-protection anyway, then you can't hear the coffee at all.)