Plymouth Entertainment - SOL [GHOST GUNNER - OUT NOW!]

Thank you @BradenS , I really appreciate that:D

And @117JOJO - not really, but I had stories for each of these in my head, but I feel like you guys should make your own stories with these tracks:) There’s also some tidbits in the video descriptions with thoughts of the tracks and stuff.

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Thanks for the thanks :moyai:, I wish to be as good as you at composing one day.
That being said, I just made this: JummBox Song Player, do you have anything to say on it?

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Dwayne The Rock Johnson Dwayne Johnson GIF - Dwayne The Rock Johnson Dwayne Johnson Dwayne GIFs

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I like the experimental style of the track, it’s very interesting! I especially like the bass notes that fade in and stop harshly, makes a very cool sound.

My suggestions would be trying to add some depth for some of the quieter areas with some more instruments - no matter how quiet they are, it can add a lot to the feeling you are trying to convey. I personally like using a glass sound that swells with reverb, which you can hear slightly in the POND track “More in My Eyes”. This might not work in your case, but just to give you an idea.

Another would be trying to develop the melody a little more - you can double the notes, nothing wrong with that, but experimenting with a more evolving melody can create some great things. Don’t be afraid to reach a note variation up to 45, but also let it make sense. Such as Hans Zimmer, he starts with a quiet melody, and builds and builds on it with swells of music, developing drums, strings, etc. till it reaches the climax with an epic melody to accommodate the previous melody. Best example of this is the classic “Time” and Interstellar Docking Scene theme.

Anyways, sorry for the long and drawn out response, and sorry if that didn’t make enough sense lol I’m not music fluent so it’s hard for me to describe exactly what I mean. In the end, it’s practicing a lot to try to get something to sound better and better.

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Thanks so much!

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SOL - SMALL OBJECT AND DIALOGUE UPDATE

Pretty small update, but was happy to have time to get some stuff done:

  1. Went through different variations of doors, and finally settled on a 2.5D look - more will be shown of it during the next update video that will be put up on YouTube during my Christmas vacation. The door has a opening animation, but closing hitboxes have not been applied.
  2. Tested out @Samuel_PixelPizza 's dialogue system, and I’m pretty confident that I will be using their system for SOL as it is pretty flexible and very intuitive. Just have to work out some things to make sure I can use the system properly and effectively for the game.

Also, Under the Water, a track from my POND album, has reached 350 views, making it my highest viewed video. It’s crazy, and not what I expected lol but I am very thankful for all of the support!

More updates in the future, stay tuned! Cheers!

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SOL - DOOR AND BACKGROUND UPDATE

Another smoll boi update:

  1. Finished the door systems and added the door hitbox + added door animation and fade away so there is no improper overlay.
  2. Finally started work on backgrounds. Current have a placeholder that I will further develop as time goes on to help give a better idea of the visual scope of the backgrounds will be. Currently needs more detail to match with the rest of the game. Here is the layers of the background currently:

(Darker = Closer)

BG_CityLayer1
BG_CityLayer2
BG_CityLayer3

That is all for now, but more to come! Cheers!

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SOL - BACKGROUND UPDATE & some misc.

Did a lot of stuff with the background today:

  1. Added clouds - with depth. There is about 5 background layers, 2 of which are dedicated to different clouds with different opacities to convey the distance better.
  2. Added shader - a wave shader to give the background some movement without too much manual animation.
  3. Added gradient overlay - over the furthest 4 layers to better convey depth and help show the atmosphere a bit better.
  4. Added windows - to the closest background building sprite to give some more contrasting detail.
  5. Door sprite - slightly changed to have more detail in the sliding piece.
  6. Background color - changed to be more appropriate to the color palette; fits a LOT better now in my opinion.

So far, so good. Been fun getting back into the project a little more. Will probably slow down when my next final and work come along, but stay tuned:D

EDIT: Thread has reached a total of 5k likes and nearly 40k views. Noice!

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I really love detailed backgrounds, it sounds really cool so far :smiley:

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SOL - BACKGROUND SCREENSHOTS

A glimpse at the visuals for the background scene:

More to come, stay tuned!

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it’s so good :D:D:D:D

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looks awesome but why is the lamp a completely different pixel size that everything??

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Some objects are in the foreground using a foreground parrallax system I had developed for the game. Basically those objects are closer. I might decrease the pixel size later, but I like the sense of scale so far to convey the depth.

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idk, to me they look incredibly out of place

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I’ll think about adjusting them if they are very annoying. It could also be a in-motion thing, which I think really convinces the foreground/closer look. I wish I had an example video on me to show, but I’ll be making another one soon after break starts.

But yeah, thank you for the feedback!

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@rcreger could you acept some concept art i made of SOL?

you can touch it up and put it in game

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I like it! I’ll have to figure out how to use it in the game, but I may use the symbol at least as a part of a graffiti piece of some sort:D Thank you!

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@rcreger i hate to ask but if you do use that symbol please add my name to the credits

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Well then @rcreger you got another sub! I will be looking forward to it!

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Of course, that’s no problem! Have to say most people who’ve been on this thread will likely be in the credits lol

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