Summary (a quick, 2-3 sentence summary): Basically you got an nice fleshed out game with solid content, but there isn't much ambiance except the stable ss13 ambiance music, so why not add more ambiance music to give an better immersive experience?
Benefits (How this will benefit the server and game as a whole):More immersion adds more roleplay potential, gives an better effect on overall horror on what the mapper tries to bring with the "baldie body horror" and blood spatters + signs of an battle. It also adds in-game lore on some key locations on maps, for example the beeping sound of the distress beacon at telecomms array, sound design can be pretty powerful and can at times compensate on areas where the game lacks.
Details (Description of how you think this would work, the benefits, etc): Was thinking of somesort of dynamic ambiance, like an ambiance track that plays only one time per player who visits an location for the first time and doesn't repeat again, cause people will eventually setup an FOB and hearing the same ambiance track maybe loses it's effect as the game evolves into full scale warfare or final stand.
For example you could play this track when marines first set their foot on nexus. https://puu.sh/umcfJ/19b1314330.ogg
You also could also have tracks that are on loop, for example this could fit well on telecomms dome or something that would sound like an distress call is being send constantly. https://puu.sh/umbQW/37321add5c.ogg
Implementation (Optional, if you have an idea how to implement it): Should be pretty simple, since it's already coded in and ambiance just needs to be assigned on map locations, tracks that play only once needs an seperate code tho.
Add more ambiance on key locations or more in general
- Katsukai
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- NoahKirchner
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Re: Add more ambiance on key locations or more in general
I'd love this if some of the more "in your face" ambience was replaced with some softer but lasting stuff, if that makes sense.
Like sometimes you'd be walking through the forest, and all of a sudden BLAM JUNGLE NOISES FOR TEN SECONDS now gone. I feel like maybe keeping a very quiet background noise while outside could help a lot with immursion instead of the random chance to trigger BIRDS IN YOUR EAR.
The same can be said for what's listed here as far as things like beeping in telecomms, maybe have it play until a button on the blackbox is pressed (muh rp), that way it's there but eventually goes. There are little IC triggers you could use for a lot of it that I feel like would add a lot.
+1 but I don't foresee this going in any time soon because it appears to be a semi-large undertaking.
Like sometimes you'd be walking through the forest, and all of a sudden BLAM JUNGLE NOISES FOR TEN SECONDS now gone. I feel like maybe keeping a very quiet background noise while outside could help a lot with immursion instead of the random chance to trigger BIRDS IN YOUR EAR.
The same can be said for what's listed here as far as things like beeping in telecomms, maybe have it play until a button on the blackbox is pressed (muh rp), that way it's there but eventually goes. There are little IC triggers you could use for a lot of it that I feel like would add a lot.
+1 but I don't foresee this going in any time soon because it appears to be a semi-large undertaking.
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- Karmac
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Re: Add more ambiance on key locations or more in general
Only problem I can see is in the areas where we do have ambience changes, it causes an annoying bit of lag. I'm not a big fan of that lag so I've turned off my ambience.
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- Katsukai
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Re: Add more ambiance on key locations or more in general
The maps just need more life into them, adding more ambience and sounds is one step, second step would should be adding more easter eggs and like more story bits scattered around, for example logs of experimentation or how things went wrong, maybe more personal colonist story logs found around the map. Like I have few ideas, for example you could add an broken down experimental surgery sleeper, but it doesn't work but you can still access it's logs and have an gif of this pop up https://puu.sh/unHeF/f5c9f58fb2.mp4
- Katsukai
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Re: Add more ambiance on key locations or more in general
Pretty odd for that happen, since you shouldn't be downloading the ambiance sound when it's playing cause it should be already downloaded.Karmac wrote:Only problem I can see is in the areas where we do have ambience changes, it causes an annoying bit of lag. I'm not a big fan of that lag so I've turned off my ambience.
- Jonesome
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Re: Add more ambiance on key locations or more in general
+1 sound design in any game is a big part of "muh immersion."
I would like to hear more of James Horner's Aliens score in the game as well. Maybe have it playing during intense moments.
I would like to hear more of James Horner's Aliens score in the game as well. Maybe have it playing during intense moments.
- TheMaskedMan2
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Re: Add more ambiance on key locations or more in general
Good music and sound design can honestly make a good game amazing, so I am all for more music.This already appears to vaguely be in, for example the chapel. Church music plays whenever I enter it. Which always surprises me.
+1
+1
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