over 1 year
ago -
Strange Loop Games
-
Direct link
2s | and there we go we are live hello |
---|---|
4s | everyone and welcome to another not not |
9s | really entirely Friday stream turned out |
12s | to be Saturday to help us |
14s | be able to cope a little bit in terms of |
16s | time zone and |
18s | uh uh location |
21s | um that fitted our two new guests |
24s | a lot better so um |
27s | first off myself for anyone that hasn't |
29s | been watching any of the live streams my |
30s | name is Jens I'm working here as lead |
33s | game designer on eco |
35s | and as you can tell we have like I |
39s | mentioned we've got two new faces and |
41s | guests that you have not seen here |
42s | before |
44s | um and I wanna heartily |
46s | welcome Leonard here our audio director |
49s | on eco |
52s | hello |
54s | uh |
56s | yeah I I think do you have do you want |
58s | to go over kind of what you uh oh yeah |
60s | yeah I got lots to say lots to say so |
66s | um yeah I've been working with strange |
68s | loot bands for a long time |
70s | um I originally worked on their vessel |
72s | title which was oh gosh PlayStation 3 |
76s | launch I think uh that one was exciting |
78s | I was also uh audio lead on that one uh |
82s | that one I did there was similar |
84s | actually to Eco I didn't do music on |
86s | that one although I am a composer we |
88s | worked with John Hopkins another |
90s | composer I did the music design for that |
92s | and all the uh sound design for that |
95s | game and then I also worked on a game |
97s | called simcell with a strange Loop and |
99s | then most recently |
101s | Eco so yeah audio director just means |
104s | that I get to tell everybody else |
107s | working on audio what to do which is |
110s | nearly nobody because this this is a |
113s | small title so it's a I sort of consider |
115s | Eco to be a triple I indie game uh we |
118s | have a good number of developers working |
119s | on it and of course a great Community uh |
122s | supporting us too and so with Eco we |
127s | wanted to really dial in the music from |
129s | what we had because I took over from |
132s | there was a person doing audio before me |
134s | for I think a year or so and when I |
138s | inherited the project we really wanted |
140s | to up the level of music and so I also |
144s | teach game audio at the school of video |
146s | game audio for the past 10 years or so |
148s | and one of my awesome students was Phil |
151s | and so we just basically just got |
154s | started chatting and um yeah I brought |
157s | him in and he's been doing uh some great |
159s | work and uh |
161s | I guess you know that's uh sort of a |
164s | very quick introduction as far as myself |
167s | I've been doing game audio since the mid |
168s | 90s and yeah I teach game audio and I do |
172s | composition for you know uh games uh |
176s | most recently Counter-Strike which was |
178s | pretty fun to work on I want to do some |
180s | stuff for Eco and I am very happy to be |
185s | able to join stream yeah it's fun and |
187s | thanks for accommodating us uh because |
189s | Yeah It's tricky to get like three |
191s | people's schedules to align so yeah I |
195s | guess uh yeah back to you |
197s | yeah thank you that was an amazing uh |
200s | introduction and I hope everyone is |
202s | thrilled to uh to see you participate |
204s | here as well it's it's you know it's a |
206s | rarity to kind of get everyone |
208s | in and around the project to be involved |
211s | in the streams as well |
212s | um |
213s | but yeah so with that uh Phil do you |
218s | wanna |
218s | take it away |
220s | um yeah |
221s | sounds good can everyone hear me |
223s | yep yeah okay yeah so I'm I'm Phil |
227s | allanie I'm a composer and a guitarist I |
231s | live in Minneapolis Minnesota |
233s | and um I've been working on Eco on and |
237s | off I guess for about three years |
239s | um |
240s | I uh yeah I studied with Leonard at his |
243s | um School of video game audio and uh |
246s | and he reached out to me about um |
249s | writing some music for Eco and so I'm |
252s | super excited to be working on it and uh |
256s | yeah so I guess today we'll be talking |
258s | about a few new |
260s | um tracks that I wrote for the game and |
262s | uh |
264s | let's see what else can I tell you |
267s | um I guess that's pretty much it for my |
269s | end yeah yeah so we've got Leonard who's |
271s | telling everyone what to do with the |
273s | audio and then you gotta feel that is |
274s | creating the audio and kind of |
277s | composing it and making sure that it's |
279s | sounding all right getting a pass from |
281s | Leonard and then it's it hits and gets |
284s | implemented into the game and |
287s | um it's not necessarily just audio music |
289s | music per se in in terms of Leonard's |
292s | responsibilities but he's also the one |
294s | kind of directing and checking with all |
297s | of the other surrounding ambient effects |
299s | like footsteps and and just you know |
301s | anything that you hear basically |
305s | um so yeah no we've got a a very kind of |
309s | casual technical stream I guess you |
312s | could call it um we've got we've got a |
314s | couple of pre-recordings from |
317s | the uh two different audio tool sets |
320s | that we're working on with Eco |
322s | um |
323s | that um |
325s | I think we can uh we can kind of just |
328s | switch over and uh |
331s | kind of start start to start going over |
333s | these |
334s | um |
336s | just arrange stuff around here yeah |
341s | got the application and that and um |
346s | there we go that should be uh hoping |
349s | everyone can see it |
351s | um First Recording isn't super high |
354s | crisp so there there's a little bit of |
356s | fuzziness going on I apologize for that |
358s | but uh |
361s | you know |
362s | Max what can you do |
368s | it's all about the audio it's all about |
371s | the audio |
372s | uh yeah no I I guess I just play and uh |
377s | um sure yeah I can I can introduce this |
379s | a little bit um |
380s | so this track is |
383s | um |
383s | for pollution for you know when you |
386s | build up the city and you're starting to |
388s | get |
389s | uh |
390s | yeah so that well that was the prompt |
392s | pollution so I tried to |
396s | create um |
398s | you know textures and harmonies that |
400s | that give that Vibe and uh |
404s | yeah I guess you can just kick it off |
405s | and I'll I'll talk through it um |
408s | there's some recurring themes that you |
410s | hear throughout all the songs so |
415s | and are you guys hearing that audio |
418s | um |
422s | okay yeah I'm not hearing it either |
425s | uh let me let me do this quickly |
430s | um I think the stream is hearing it fine |
432s | but oh okay I think |
436s | there we go |
437s | awesome now it's just a fade in yeah |
440s | awesome |
444s | there we go yeah all right yeah so |
449s | here's the first part where you can hear |
450s | one of the that's kind of a recurring |
452s | theme throughout |
454s | um several of the songs in the game |
458s | but um twist it a bit to fit that |
462s | that harmonies we have here |
473s | and one of the things exciting about the |
475s | new tracks is I've made some upgrades to |
477s | my sound libraries in general so there's |
479s | much better marimba sounds and upright |
482s | bass sounds |
484s | and um |
488s | yeah you'll notice this one's a little |
489s | more dense and a little more complex |
491s | than the other songs so this was one |
493s | where Leonard gave me kind of he told me |
496s | to just go crazy |
498s | um |
499s | and uh |
502s | so you can hear some more of my um Jazz |
504s | influence in this this one |
508s | [Music] |
515s | no it's just it feels so Eco but |
519s | everything else kind of working out oh |
521s | great yeah |
523s | yeah I tried to make it feel good with |
525s | uh this this one's also strange in that |
528s | it's there's lots of different time |
529s | signatures happening it's kind of |
530s | switching back and forth between seven |
532s | eight and four four |
542s | and as we're kind of going through a lot |
544s | of these audio things uh chat in any |
547s | source |
549s | um |
550s | just let us know if there's any you know |
553s | if the uh if the music volume is a bit |
555s | too loud versus or shattered so |
558s | we don't go overboard on one or the |
560s | other |
561s | yeah and then here we'll kind of break |
564s | it down into |
565s | sections |
567s | um we so we export the music in layers |
570s | so that it can be implemented um in the |
573s | game |
574s | in different ways so |
576s | um is it still yeah |
578s | um I paused it temporarily oh yeah yeah |
580s | you can let it go so first we're going |
582s | to kind of show off this |
583s | percussion layer |
585s | um |
587s | so let me eat everything else so you can |
593s | there we go yeah |
595s | nice and so this is all stuff that I |
598s | hammered out on the keyboard here like I |
599s | didn't use any Loops or anything it's |
601s | all kind of just |
603s | jamming and going with the flow |
606s | um |
606s | and this is the the bed layer this is |
608s | kind of the core of the song |
612s | and then |
613s | we've got this harmony layer where you |
615s | get all these spooky sounds we got some |
617s | bass clarinets there and along with that |
620s | Eerie synth |
622s | so this is what really gives that |
623s | pollution feel to me yeah |
627s | that's awesome |
629s | and then here in the melody layer |
632s | that the Melody has |
634s | um some interesting textures |
636s | I kind of started with this with this |
639s | Spacey piano here |
644s | and then |
647s | let's see |
649s | yeah I've also got this this um |
652s | I'm not I'm not sure exactly how you say |
654s | that |
655s | it's a really cool instrument though um |
658s | and then layering that with some banjo |
661s | and some english horns so it's very like |
664s | all over the world like there's like an |
666s | instrument from like every continent |
668s | there |
670s | that's a very nice |
672s | a little vibraphone in there |
677s | that's a seven eight vibe to it |
680s | yeah and then when it all comes together |
683s | you know and then then it's up to |
684s | Leonard to kind of mix those |
687s | in the game and you know |
690s | sometimes it's neat to only have like |
692s | the harmony layer going or only having |
694s | the percussion going |
696s | it's just the percussion and the harmony |
699s | [Music] |
709s | yeah and so that's pretty much it |
711s | um |
713s | and that that's how most of the songs |
714s | are working you know they're kind of |
716s | broken into those those four layers yet |
718s | the percussion in the kind of the core |
721s | of it and then Harmony and Melody so |
723s | yeah yeah I'm just gonna switch over |
726s | here for a second here so I I think like |
728s | in general when it comes to like |
730s | composing things digitally |
733s | um |
734s | they are like I think a lot of a lot of |
737s | older |
739s | um gamer Community is probably familiar |
741s | with the layout in some way shape or |
744s | form I know we had the whole like a |
746s | massive surge of a lot of these tools |
749s | coming out in like the um early 2000s |
752s | um where everyone was kind of poking and |
754s | then and plonking away at it and it was |
757s | a lot of fun but |
759s | um |
760s | it's generally working the same way as |
763s | it's always done |
765s | but it's just |
766s | technically more advanced and allows |
769s | more options and kind of do more stuff |
771s | with it but it's fundamentally it's the |
774s | same |
776s | um |
776s | yeah yeah I'd say so and and these these |
779s | virtual instruments have come a really |
780s | long way like that the marimba sounds |
782s | that are available now you know are just |
785s | incredible and |
786s | you know I would I would love to do this |
788s | all like you know in the recording |
789s | studio with live instruments but for |
792s | you know for some projects it's not |
794s | possible to do that so yeah it's really |
797s | cool to have |
798s | um such great great sounding virtual |
800s | instruments |
801s | yeah |
803s | it's it's it's coming together quite |
805s | nicely and it's I I really really love |
807s | the fact that all of these are kind of |
811s | they're they're giving tones of |
812s | similarity between the soundtracks but |
814s | they're all very cohesive even though |
816s | they might be very different in terms of |
818s | their composition which is really really |
820s | nicely done no that's nice because we've |
823s | spent a lot of time on that you know if |
826s | you if you were to see the email threat |
828s | between Phil and I it's like yeah it's |
831s | nice it's getting to the point exactly |
834s | with Gmail where it's actually like when |
837s | we start an email it's scrolled almost |
839s | all the way over to the side so |
842s | um yeah as far as the you know the way |
845s | that the music's put together I mean you |
846s | know |
847s | bill is a you know he's a guitarist you |
850s | know primarily but then also like all |
852s | the stuff being played in you know as |
854s | you can see using his uh his keyboard |
856s | there it gives a really you know it's |
859s | not programmed in like as far as like |
861s | placing the notes and stuff which is a |
862s | lot of what I do and when I'm working |
864s | I'm anyways so it's it's nice to hear a |
869s | lot of that just organic sort of texture |
870s | that Phil's able to add and just the |
872s | amount of technical dexterity on like a |
875s | lot of the songs have him playing guitar |
877s | in it as well which I just love so if |
879s | there's any excuse to try and Crown more |
882s | you know stringed instruments in there I |
884s | try to do that so yeah yeah and some |
888s | oh yeah some of the new tracks have have |
890s | like live guitar on there as well this |
892s | one in particular was done all on the on |
895s | the keyboard but um |
896s | yeah so there's a there's a |
898s | good mix of live instruments and virtual |
901s | instruments some of the new songs so uh |
904s | I like it it's really really nice and I |
907s | know a lot of |
908s | it's |
909s | I don't think I've seen a negative |
911s | comment on |
913s | outside of like why isn't there more I I |
917s | think it's the only the only negative |
919s | one nice nice yeah so we've gone over |
922s | we've gone over some of the stuff that |
924s | you know how you're working and kind of |
926s | what it's looking like from you in terms |
928s | of digitally composing it so what we're |
930s | seeing right now is where kind of |
933s | Leonard takes over and |
936s | gets this kind of organized so I don't |
938s | know do you want to uh |
942s | uh so this is this is B Vice which is no |
946s | not wheat Wise It's just Wise It's just |
948s | Wise It's just called I'm going I'm |
951s | going with revised because there's |
952s | there's two W's on it but you know I |
954s | didn't want to name it be wise then they |
956s | should have removed one |
958s | now it's a joke within the community |
960s | it's because it's like uh it's an |
963s | acronym and they named it years ago and |
966s | yeah it is a it's highly problematic |
970s | that they call it wise it's kind of like |
972s | you know Worcestershire sauce being |
974s | called Worcester sauce or you just skip |
976s | over a bunch of letters this is like |
979s | okay so yeah just saying that you know |
982s | this is sort of where uh as far as in my |
984s | process I do the technical audio stuff |
987s | so this is also known as music design |
989s | these days so I take the composition |
991s | from Phil to you know basically he's |
994s | done and he has stemmed it out into |
996s | those you know different layers what |
998s | we've decided on is four different |
1000s | layers one being the bed then you can |
1003s | see Harmony there is in yellow but once |
1006s | we get to the stream and then there's a |
1008s | Melody layer and percussion layer and |
1010s | then that allows me to to basically use |
1012s | the game to dynamically mix those uh |
1015s | sort of layers as the gameplay changes |
1018s | so if there's more pollution we can add |
1020s | more percussion say and so yeah anyways |
1023s | we can just uh I guess basically roll |
1025s | into the clip here and see how that |
1027s | works for me basically basically doing |
1029s | the technical side of things so it's |
1031s | still somewhat creative but it's I'm not |
1034s | composing here I'm taking his stuff and |
1036s | basically arranging it so that it |
1038s | dynamically fits the actions yeah so |
1041s | just to just to clarify on advice being |
1043s | the integration part of it's basically a |
1046s | module plugin that works for any of the |
1049s | major game engines uh be it Unity or |
1052s | unreal or whichever it's kind of a |
1054s | bridge between audio that's been created |
1056s | through audio that's played in the game |
1059s | exactly |
1061s | yeah take it away |
1063s | cool |
1065s | all right well uh yeah so uh this is |
1069s | showing how Phil's track pollution |
1071s | actually gets placed into wise and so in |
1075s | that little window I scroll past all the |
1077s | sound uh effects and I get to the music |
1080s | which is the important part that we'll |
1082s | be looking at for this first chunk and |
1084s | right now the tracks depending on the |
1086s | vibe they play in different parts of the |
1088s | day so this is sort of currently the |
1090s | full mix for pollution is set for |
1091s | Sunrise nothing like the smell of |
1094s | pollution in the morning so |
1098s | there's the event for the music that's |
1102s | the thing that actually gets called by |
1103s | the game and then it plays it like this |
1106s | and so the music starts out and then |
1109s | I've basically used an rtpc which is |
1112s | basically like a parameter that allows |
1114s | me to modulate the mixed levels between |
1118s | all four of those depending on just one |
1120s | parameter so instead of having four |
1122s | sliders I can use one and sort of use |
1124s | that this test music parameter to slide |
1128s | between different mixes |
1130s | so you know right now I'm sort of at 50 |
1132s | going down to like you know sort of a |
1135s | thinner mix |
1136s | and then I'll show you how the rtpcs are |
1140s | sort of mapped so you hear the |
1141s | percussion came in more there as I |
1143s | ramped it up to back to 100. right |
1147s | so if we look at the parameter the |
1149s | real-time parameter control and this is |
1152s | changing the voice volume |
1154s | and this one happens to be for the |
1155s | percussion because that's what I've |
1156s | selected |
1158s | and see it just ramps up so the higher |
1161s | the test music is that value is the more |
1164s | percussion we get and it's like that |
1166s | simple it's just just the way that it's |
1168s | being demonstrated for now obviously I |
1171s | can get a lot more complex but you know |
1174s | a lot of the times here's what you want |
1176s | yeah |
1177s | so more action more intensity you know |
1180s | more percussion |
1182s | right and if I scroll down a little bit |
1185s | more here |
1186s | I've sort of got a spot where I took out |
1188s | part of the um actually the harmony see |
1191s | where it's there's a dip there |
1193s | so the harmony is gone right now |
1198s | and then I can ramp it back in |
1202s | right |
1205s | so that we can hear that layer again |
1208s | yeah |
1210s | yeah it's interesting for you to hear |
1211s | this how you feel |
1215s | remember from taking your your class |
1216s | like how complicated this thing is |
1220s | yeah he was wise yeah but that's the |
1224s | idea is to try to you know basically |
1227s | uh translate something that's sort of |
1230s | emotive like you know a parameter uh you |
1233s | know like the the feeling of intensity |
1235s | of that parameter to an actual change in |
1238s | the music and then here I can solo |
1240s | things out the same thing that you know |
1242s | Phil was doing before I can bring in the |
1244s | melody that's the melody line that's |
1245s | that remember that piano sound now I've |
1248s | got that you know sort of like I guess |
1250s | it's sort of like a I don't know what |
1251s | you would call that that was the creepy |
1253s | layer I think yeah it was in the Harmony |
1256s | and then when I bring them all back in |
1258s | that's right at the end of the song so |
1260s | you know that's just fading out there |
1262s | so yeah that's how things basically get |
1265s | translated from what Phil does you know |
1268s | the very creative side and he gives me |
1270s | those four layers and then I can play |
1272s | with those in the game and have those |
1274s | react dynamically |
1276s | so |
1286s | [Laughter] |
1293s | so now we're looking at some sound |
1295s | effects this one I'm kind of I like |
1297s | because it's it's using |
1298s | um synthesis within y's you can actually |
1300s | generate stuff you know randomly so I'm |
1303s | using a synthesizer to basically just |
1305s | play back random tones |
1308s | you know it's called a sample and hold |
1310s | function |
1312s | that's what my computer sounds like |
1314s | exactly yeah so when you're using the |
1317s | lasers at the end to like fire down the |
1319s | asteroid or a meteor sorry I think it's |
1321s | a meteor it's meteor right then yeah |
1323s | exactly I always got those two confused |
1325s | then it you know that's the sound that |
1327s | the computers make that the the guidance |
1329s | system for the lasers and so here's the |
1331s | layer same thing you can see that rtpc |
1333s | that little line right and where next to |
1337s | the base frequency there's an rtpc so |
1340s | that means that I can basically change |
1343s | those values as well so you know we have |
1346s | the original sound that you heard |
1348s | but I can also make it so that that if I |
1352s | wanted to change the sort of you know as |
1355s | the guidance systems are actually like |
1357s | you know zooming in and and you know |
1360s | like about to like roast the uh the |
1363s | meteor then I could actually like ramp |
1365s | it up I haven't done that in the game |
1367s | yet I was very happy just to get it |
1369s | working but you can hear that's sort of |
1371s | the you know that's the original version |
1373s | of it right I can make it louder |
1376s | if I want you know not super interesting |
1379s | but I think more interesting is being |
1381s | able to change the frequency at which |
1382s | the tones change so I think that's what |
1385s | I'm going to try to do next here |
1387s | I have to bring in a different rtpc so |
1390s | yeah that was the output level |
1392s | there's the sound and now |
1396s | there it is base frequency so now I can |
1398s | change the right |
1401s | so there you go |
1403s | and I can make it faster |
1406s | or slower right so it just shows you |
1409s | that you can do uh really flexible sound |
1412s | designs using synthesis within y's |
1415s | um there's not necessarily as many |
1417s | opportunities for that with an Eco |
1419s | because it's more of a naturalistic game |
1421s | let's say for more sci-fi and that's the |
1423s | whole sound of like you know there's the |
1425s | the tape machines whirring around and |
1428s | then also with the boot and here we are |
1430s | I wanted to show you uh this is the |
1432s | stamping machine and with this I |
1436s | combined a whole bunch of sounds that |
1437s | are synchronized to the animation of the |
1440s | machine |
1441s | so every time one of those uh frames is |
1445s | hit it'll actually play a different |
1447s | sound cued up and y's |
1449s | so this I really like the the vibe of |
1451s | this |
1471s | oh yeah |
1473s | um so when you're looking at a machine |
1475s | like this it really kind of kicks out |
1477s | and really and amplifies |
1482s | um |
1483s | yeah |
1485s | it is just ads and strengthens that |
1489s | Ambience and and you know you feel that |
1490s | you're in the world you see these things |
1492s | happening and you see an audio |
1493s | reflection on it |
1495s | exactly because it's not a loop and |
1497s | here's the animation points and so those |
1500s | little points the set atom num events |
1502s | are actually sending events out to wise |
1504s | at each of those frames and so each of |
1507s | those frames will actually trigger |
1508s | randomly a set of like five different or |
1511s | so you know variations so that every |
1514s | time it does that sound similar to a |
1516s | machine it would be slightly different |
1517s | so this is the reason why you can sit |
1520s | next to some of the machines I'm still |
1522s | working on it you can see this is like a |
1524s | lot of work because we have a lot of |
1526s | machines I don't know a lot of machines |
1528s | and so like this one I was particularly |
1530s | happy with but this is the level of |
1532s | detail I gotta go to so if I look in |
1534s | there's the electric stamping press and |
1537s | then here's the you know you see these |
1539s | different animation events here and yeah |
1542s | exactly yeah so each one of those is |
1545s | separate and they have separate |
1546s | variations and they also randomize pitch |
1548s | and volume and so I actually recorded a |
1551s | garbage truck for that sound I was like |
1553s | running next to the garbage truck and |
1555s | because it's got this robot arm that |
1557s | picks up the garbage yeah and that was a |
1559s | sound that I got from printing press |
1563s | yeah so there's that's and that's |
1565s | another garbage truck sound that right |
1568s | so I've recorded a lot of sounds for |
1571s | this game I've tried to do almost all |
1574s | the sounds from uh original recordings |
1577s | and so yeah it's um and it's also super |
1580s | powerful because |
1582s | since the events are kicking out |
1584s | regardless of the speed meaning that you |
1586s | know we can change the animation speed |
1588s | or or you know the interact ability of |
1590s | the animation and it the audio doesn't |
1592s | need to be adjusted because it |
1594s | automatically adjusts to that frequently |
1596s | uh yeah it's kind of going through |
1598s | exactly and that was the background Loop |
1601s | there it's just you know so that's what |
1602s | all the sounds play on top of so it |
1604s | creates this whole sort of soundscape |
1606s | yeah |
1608s | yeah exactly and you can you can tune |
1610s | the animations and the audio will |
1612s | automatically be in sync and then like |
1614s | I'm just scrolling down I just wanted to |
1616s | show at the end like there is like a |
1618s | crap ton of sounds in this game I didn't |
1621s | actually uh maybe I'll look that up on |
1624s | my computer but I'm gonna say probably |
1626s | like in the order of thousands of sounds |
1629s | that are for Eco you know there's a dirt |
1631s | walk sound you know and like I'm still |
1635s | like up at the top of like all the and |
1638s | these are not even individual sounds |
1639s | some of these have like you know more |
1641s | than one thing in them too so I'm just |
1643s | still in the footsteps |
1645s | and uh actually in that's one thing |
1648s | that's going to be new that I guess will |
1650s | come out with version 10 is um the idea |
1653s | of wetlands and so looking forward to |
1655s | making squishy |
1657s | like you know sort of footsteps as well |
1659s | so that that'll get that'll get added to |
1663s | the existing footsteps so yeah yeah oh |
1666s | and here's this one I want to talk about |
1668s | so this one the agouti what I did is I |
1670s | actually performed the sound of the |
1671s | agouti by pitching down a recording of a |
1674s | nagouti into a rage that I could perform |
1677s | and and then I practiced that and then I |
1680s | recorded it like using that lower octave |
1683s | and then I pitched it back up again |
1686s | not this is the wolf howl |
1689s | [Laughter] |
1690s | those are that those ones are Library |
1692s | sounds that's not me doing a waffle |
1695s | he didn't he didn't go up to a real |
1697s | jaguar no no squeeze a Jaguar yeah come |
1702s | on buddy I need you for our Eco give it |
1705s | up so here's the a Gucci sound yeah when |
1707s | when we get to it so this this I want to |
1709s | do to all the animal like you know the |
1711s | animals that it's appropriate for us |
1712s | actually make like little |
1714s | um uh movement sounds and stuff like |
1716s | that so they actually this is this uh |
1719s | their idle sound so that's let me see |
1723s | here and uh |
1726s | [Music] |
1730s | there we go |
1734s | see and it's got a little bit of Reverb |
1736s | on there just because it's got a forest |
1737s | Reverb on it so that's me actually doing |
1740s | the Gucci sound yeah nice |
1744s | yeah yeah it was fun that I uh sort of |
1747s | learned that uh trick from people that |
1749s | were doing bird songs by whistling |
1752s | so |
1754s | yeah so you can see there's so many like |
1756s | you know uh this is when you sit down |
1760s | there's like 10 different squeaks when |
1762s | you sit down into like a you know a |
1764s | random vehicle and then finally we got |
1766s | past the sound effects and we get back |
1768s | into the music and so here's some of the |
1772s | other examples of the musics that are |
1775s | there and I think I think we're getting |
1778s | pretty close to the end of that present |
1780s | too oh I know I was trying to find um so |
1782s | here's another track called desert I |
1784s | don't think I play this one |
1786s | I think I go back to the pollution one |
1788s | there so yeah but there's a lot of we're |
1791s | getting a lot of music in and yes thanks |
1794s | Phil for being available because it's |
1798s | one thing to you know uh be working on |
1801s | the title there it is so we'll just |
1803s | conclude with this is the way that you |
1805s | know sort of the sound effects and music |
1809s | get put together for uh for Eco and uh |
1812s | yeah we're really looking forward to the |
1814s | next release having all basically we've |
1817s | got was it three or four new tracks |
1820s | three new tracks let's say three that |
1822s | are good I think it's four yeah I think |
1824s | we were able to sneak so it's probably |
1827s | three but let's say four just because I |
1830s | think it's four you know |
1831s | yeah hopefully maybe perhaps |
1834s | um yeah so yeah anyways we can tail out |
1836s | there and uh yeah yeah it's it's gonna |
1840s | be fun |
1841s | yeah yeah I think it's looking great |
1844s | um it's cheers it's like the whole |
1848s | generally the whole system and just |
1850s | making that architecture work and |
1853s | getting that Improvement to be able to |
1855s | extract all these sound events and and |
1857s | kind of callbacks to the sound events |
1859s | and then you know you can you can keep |
1861s | adding more stuff to the workbenches and |
1864s | it'll it'll feel more alive when you're |
1866s | walking into it and |
1869s | um it just feels more alive I don't know |
1872s | not really yeah more to to kind of |
1874s | elaborate on it it's |
1876s | it's really |
1878s | if you're looking at |
1880s | um I don't know if a lot of people have |
1881s | seen |
1883s | um just kind of as a reference |
1885s | um if you've seen pre-production series |
1887s | episodes and movies and whatnot before |
1890s | they kind of plug in they're on the |
1891s | overlay and audio on top of it |
1894s | um |
1895s | it's like a whole different scene |
1898s | um |
1899s | because it feels really Bland and really |
1901s | stale and then you add that background |
1904s | noise and stutter and effects and things |
1906s | happening in the background and it's |
1907s | suddenly a whole different scene |
1909s | and yeah |
1910s | we can see this with Eco really on that |
1914s | like we have even if you're running |
1916s | around and you have this amazing |
1918s | um Ambience like background music going |
1920s | on |
1921s | as you're walking around you come into a |
1923s | big workshop and |
1926s | you don't really hear anything like you |
1928s | can hear maybe maybe something chomping |
1930s | in the background but like |
1931s | you have you know six seven really big |
1933s | machinery and you see these are working |
1935s | and they're they're pressing plates and |
1937s | they're screwing things and they're you |
1938s | know messing around |
1941s | um |
1941s | and you just don't have an audio |
1944s | feedback from what you're visually |
1946s | seeing |
1947s | makes it feel very Bland very you know |
1951s | stale and boring if you will |
1954s | and then you see this with the the |
1956s | stamping press for instance where it |
1959s | just it just brought it to life like you |
1961s | you feel like you're in a workshop you |
1964s | feel you know that this is happening and |
1966s | you're you're You Know You're Building |
1967s | these things and assembling these things |
1969s | and and you have that noise |
1972s | um |
1973s | coming in and kind of influencing you |
1975s | with that that additional sense |
1978s | yeah it is uh because with say with |
1982s | computer Graphics it's hard to convey |
1984s | weight |
1986s | um and audio is really good for that |
1989s | um one of the one of the things that I |
1991s | was you know a while ago when I was |
1993s | working on eco that's uh you know I I'm |
1996s | doing the sound effects and stuff like |
1997s | that so I like the sound effects and I |
1999s | also don't want to overuse the music but |
2001s | on the team we had so many people that |
2004s | loved the music so much that they wanted |
2006s | to hear it more and more so I basically |
2008s | took you know the frequency at which the |
2011s | like they how often the music plays you |
2013s | know with without breaks and I doubled |
2016s | it up because with the team they're just |
2019s | like we got to hear more music we got to |
2021s | hear more music and I'm like okay you |
2022s | don't turn up the music and hopefully |
2024s | because it's a real balance of like not |
2026s | getting annoyed by you know uh both the |
2030s | sound design and the music audio is it's |
2032s | a really tricky balance to do that and |
2035s | one of the things when that was |
2036s | happening is that one of the the |
2037s | designers was just like oh yeah there's |
2040s | this great song and yeah here it is and |
2042s | he played it and I was just like oh no |
2043s | no that's a bug like it was only only |
2045s | playing one of the very strange layers |
2049s | out of the music and he was just like no |
2051s | no no you can't fix that bug and I was |
2053s | like okay fine so what I did is I made a |
2055s | special track like a special mix that |
2057s | doesn't play very often but it still |
2059s | plays in the game so that I could say |
2061s | like no no no it's it's still in there |
2063s | so yeah while working on it it's very |
2066s | it's very cool to get feedback from the |
2068s | team in here you know sort of the |
2070s | reactions to the music and how that |
2072s | really influences the game obviously |
2074s | along with the sound design but it it is |
2076s | awesome to be part of the team and yeah |
2078s | I also hear a lot of feedback from the |
2080s | community as well reflected through the |
2082s | team I also like you know look at the |
2084s | Discord from time to time and that is |
2087s | one thing that's very interesting when |
2089s | working on eco is that it's sort of like |
2090s | an open door kind of vibe is that you |
2093s | know you're working on a game flying the |
2095s | plane in the air and working on it at |
2097s | the same time so it is interesting to be |
2102s | trying to put out stuff like especially |
2104s | when it's like you know |
2106s | so much sound design |
2107s | you know and and trying to polish it |
2110s | enough for each release so that it's |
2112s | just like yeah no it's it's there and it |
2114s | sounds good enough and we'll continue to |
2116s | polish things when we have time so it's |
2119s | a it's a very interesting process that |
2121s | one |
2122s | yeah I think uh it's been going really |
2126s | really great and uh |
2129s | yeah we'll keep keep going through it |
2132s | and keep improving and and add more |
2135s | stuff as we uh |
2137s | move the project along |
2139s | um |
2141s | I know we haven't there's there's a |
2143s | couple of things that we haven't really |
2146s | shown off |
2147s | um as Leonard was mentioning with like |
2150s | squishy noises and |
2153s | things like that I don't know if I wanna |
2155s | want to go over some of the new visuals |
2157s | as well maybe maybe we can see this in |
2160s | here yeah they're so good like when I |
2163s | saw that on the meeting I was just like |
2165s | oh man that that is really impressive |
2167s | and I guess as well there's no uh |
2171s | questions just yet from no I suppose oh |
2174s | I think there are a couple that was |
2176s | wondering about |
2177s | um play test stuff |
2180s | um okay other than that it's just it's |
2184s | just nice nice comments on on audio |
2186s | things and oh |
2188s | um Everybody commenting that this is the |
2190s | first time I've seen this kind of modern |
2191s | sound design and integration |
2194s | um I've only seen the old school sfx |
2196s | collecting in some back room somewhere |
2197s | but this this type of interfacing is |
2199s | allowing so much more freedom and |
2201s | options |
2202s | yeah yeah and it's um |
2206s | it there's always more to do but I also |
2209s | because I teach game audio is that I |
2211s | also try to you know just always make |
2213s | sure that you know when Phil and I are |
2215s | working on stuff to make sure that it |
2217s | really underlines the emotional it |
2220s | supports the underscoring of the game to |
2223s | make sure that you know we're not just |
2225s | you know doing Tweaky stuff although in |
2227s | the in the pollution track musically |
2230s | there's a bunch of Tweaky stuff going |
2231s | there which I love |
2234s | so we do squeeze it in when we can but |
2237s | I'm just saying on the technical side |
2238s | you know that there has to be a reason I |
2240s | think you know to to add stuff not just |
2243s | for like technical stuff I mean yes I |
2246s | did Squeeze In the computer-y type sound |
2248s | thing but uh |
2250s | yeah the idea at any given moment is to |
2254s | support the uh the needs of the game and |
2257s | and to really support the players so |
2258s | that they don't get annoyed and I will |
2260s | say yeah it's very hard when you have |
2263s | like your sanctions like a room full of |
2265s | machinery |
2266s | for it not to sound annoying like it's |
2269s | just it is it has taken me a lot of time |
2272s | to tune uh the sounds so that they yeah |
2275s | they're sort of pleasing like you know |
2277s | and that's a core part of the game is |
2279s | that you know what the progression that |
2281s | you uh gain more capacity of creating |
2284s | different uh you know crafting uh you |
2288s | know machines and stuff like that you're |
2289s | able to make new things that the audio |
2291s | also supports that too oh man here we go |
2294s | all right so yeah um looks beautiful |
2297s | yeah it's awesome transitional there's |
2299s | even a little deer there |
2301s | um so we'll sneak sneak peek a little |
2304s | bit on so this is live on or what what |
2308s | will be the next play test for white |
2311s | tiger |
2312s | um Toby will probably |
2315s | chew me out a little bit we're showing |
2317s | this a little bit earlier than uh he |
2319s | kind of wanted some of it to be a bit of |
2321s | a shock surprise but |
2323s | I think we I think it's relative to what |
2326s | we're talking about in terms of audio |
2329s | um that will kind of go over a little |
2330s | bit of it just kind of like sneak sneak |
2333s | by it |
2334s | um so as you can see here we've done |
2338s | um some continued polish and and just |
2341s | like tweaks to textures and how they're |
2344s | interfacing and kind of the visuals and |
2346s | the blooms and and kind of all the |
2349s | all of the general effects to it and |
2351s | with that |
2353s | there's been like all of this is still |
2356s | work in progress um Toby is still |
2358s | tweaking it together with Geo um just |
2360s | kind of poking and fixing around all the |
2364s | different |
2365s | shade their magic around and some of the |
2367s | new structural things and I also have a |
2369s | helper here in my lab right now she's |
2372s | yeah |
2374s | um |
2375s | wants to participate here as well |
2378s | um |
2378s | let me switch over to Daylight maybe uh |
2384s | so so this is some of the changes that |
2387s | are being done to the wetlands and as |
2390s | Leonard was saying you know this is you |
2393s | are getting a much more |
2395s | kind of wet gritty mushy feeling to it |
2400s | um |
2402s | there's still a couple of tweaks and |
2404s | polishes to kind of really get it right |
2405s | but it is adding a layer of kind of |
2409s | wetness to it |
2411s | um |
2413s | and you know we're looking from an audio |
2415s | perspective of |
2417s | a bit of tweaks to those old kind of |
2419s | Step audios and making sure that each |
2420s | biome has their own kind of unique feel |
2423s | to them when you're walking around them |
2425s | yeah because I want to do a huge pass on |
2429s | all the animals too because |
2432s | um I've sort of tried to tune it so that |
2434s | when the animals are around you that you |
2435s | have an idea of the direction and |
2437s | whatnot but the the combinatorics of |
2440s | like the different sizes of animals how |
2443s | they move and then what material they're |
2445s | on is just it's gonna take me a while so |
2448s | just you know please give me a bit of |
2451s | time to do that and same thing for the |
2454s | player as well that we you know those |
2456s | footsteps that we have are the you know |
2458s | from years ago and the main thing is |
2460s | that I just wanted to do one pass in |
2463s | that same thing will still take a while |
2467s | yeah right now it's not sure if you can |
2470s | you can hear it completely but it's |
2472s | you can have like a crisp gravel kind of |
2474s | sound in the wetlands at the moment |
2476s | which |
2477s | hopefully be a bit more mushy and |
2482s | just gives you that heightened sense of |
2486s | where you are in the world rather than |
2489s | just |
2494s | can you also trigger the rain too |
2497s | because that's something that uh that |
2500s | was a you know basically like the |
2502s | weather stuff is another thing that Phil |
2505s | was working on as far as the music I |
2508s | think there's a uh |
2510s | command for changing the weather isn't |
2513s | there yeah |
2515s | I I don't know if this is actually |
2518s | working in the current version of it |
2521s | okay we set this to clear let me do |
2524s | uh sorry to throw that at you |
2529s | no so we we have been experimenting a |
2532s | bit um it does come in here in in one of |
2535s | the chats that you know some type of |
2537s | weather system would be nice |
2539s | um and it is something that we have been |
2541s | looking at in terms of |
2544s | actually visual yeah it is working it's |
2547s | not as fast as I wanted it to be yeah |
2551s | um so this is something that we're kind |
2553s | of tweaking and looking at in terms of |
2555s | just heightening that Ambience level |
2559s | um |
2560s | and also looking at sort of how we want |
2563s | to interact and how we want to implement |
2564s | it in terms of |
2565s | uh you know how is this going to be |
2567s | working when you transition between |
2569s | biomes that's inside the same type of |
2573s | Elementary kind of distance like you can |
2575s | walk into something that's |
2577s | an actual desert |
2579s | but it's like the moisture level ranges |
2582s | and like the The Greenery around you |
2584s | might not be entirely a desert |
2587s | so we don't necessarily want something |
2589s | that just flips back and forth between |
2592s | biomes just because you're passing over |
2594s | a tile |
2596s | and like pulling on on references of |
2600s | similar like the |
2602s | escapades in terms of games doing |
2604s | ambient weathers and and so on |
2608s | um |
2608s | I usually look at like things like |
2610s | Icarus for instance that is doing a |
2612s | stellar job as well as iron gates with |
2615s | well Hyman and so on that you know |
2617s | they're doing these really really |
2619s | amazing transitions from you know calm |
2622s | clear weather over into really |
2625s | murky storms and an eerie kind of |
2627s | ambient feelings to them |
2629s | yeah |
2631s | wherein Icarus I can feel that it's a |
2634s | little bit overbearing when you walk |
2635s | from a grassland area to a winter |
2637s | landscape and it just flips a switch |
2639s | basically |
2641s | yeah |
2642s | so from from a game design perspective |
2644s | it is kind of |
2646s | tricky in terms of you know where do we |
2649s | pull the lines and where do we want to |
2651s | do that |
2652s | or do we want to just add like a |
2654s | transition timer over like you walked |
2656s | into the new biome but the old weather |
2657s | is kind of hinging after you but then it |
2659s | would it would look kind of weird if |
2661s | you're walking from you know a snowy |
2663s | Peak and you have this gusting wind |
2665s | around you and then you know |
2668s | uh the blizzard going on and then you |
2670s | jump down a cliff into a desert and then |
2671s | you have that snowstorm kind of |
2673s | following you into the desert |
2675s | yeah right so there's a lot of there's a |
2678s | lot of key elements that we kind of need |
2679s | to get |
2681s | done correctly before we actually |
2683s | introduce this into a live Branch |
2687s | um |
2688s | but it is visually progressing quite |
2690s | nicely |
2691s | yeah no thanks for showing that that's |
2694s | great because that's something you know |
2696s | as far as the music side that is really |
2698s | good the vibe is a is great to you know |
2702s | like what is kind of like a wet sort of |
2705s | damp kind of vibe that we can change |
2707s | with the music and so there's things |
2709s | that we can change you know like |
2711s | either filtering stuff or bringing in |
2713s | different layers but yeah that's |
2715s | something that we've been looking at a |
2717s | little bit with some of the tracks |
2718s | anyways but this you know because they |
2721s | say on the side of the pollution side of |
2724s | things you know we didn't change things |
2726s | super quick but it just shows here at |
2728s | least with the rain that it it just |
2729s | changes the vibe of things when you see |
2732s | uh the visuals change like that we want |
2734s | to Echo that with the music side as well |
2736s | I guess something that we should talk |
2738s | about is soundtrack right so yeah I'll |
2743s | uh I'll just sort of dive into it and |
2745s | say that we are looking at doing a |
2748s | soundtrack release soon hopefully it'll |
2750s | be around version 10 ish and that'll |
2754s | have all the tracks you know that we |
2755s | currently have in the game and then |
2758s | they'll also be like sort of alternate |
2760s | mixes as well because some people |
2763s | like I was saying before they got very |
2765s | used to hearing like different mixes you |
2768s | know from the stems that we're playing |
2769s | in the game but like I thought they'll |
2772s | like I'll I will bounce them past you of |
2774s | course just from a creative standpoint |
2776s | because if you're like ah yeah you're |
2779s | not gonna make it a house remix |
2784s | no exactly so yeah we just want to make |
2788s | it make sure and that was part of the |
2789s | thing with the music design side of it |
2791s | is that you know that's the reason why |
2792s | there's a bed is that you know we always |
2795s | the idea is that the bed is always |
2797s | playing and then those other three |
2798s | layers always play over top so as far as |
2801s | the soundtrack you know we would strip |
2803s | it at most say back to the the bed layer |
2806s | probably but it would be uh yeah we'll |
2809s | see how many uh tracks are in there and |
2812s | I think there would be the idea would be |
2815s | to sell on Steam |
2817s | and then also do a similar |
2822s | way to download it on bandcamp as well |
2825s | and then depending on how we work with |
2827s | the team it would also possibly be |
2830s | available as part of a bundle with the |
2832s | game so you get the game and the |
2834s | soundtrack and probably at a you know |
2836s | well yes at a reduced cost but we need |
2838s | to synchronize with the team on that |
2840s | because the way that Phil is working |
2841s | with us as a composer is that you know |
2843s | he's retaining rights to his work which |
2846s | is good but it also means that you know |
2848s | then we just need to figure out with the |
2851s | team the best way of marketing the two |
2853s | things together so that the soundtrack |
2855s | release and the game really you know |
2858s | work well together as far as purchases |
2860s | that uh you know |
2862s | the folks out there can do for uh all |
2866s | things Eco including plushies and |
2868s | whatever else is in the master |
2871s | for strange Loop so yeah I just wanted |
2874s | to throw that out there I don't know |
2876s | when we'll have it available just yet |
2877s | but yeah it's it it is in the mix as |
2881s | they say |
2882s | yeah no it like there's a lot of things |
2885s | that are coming and a lot of things that |
2886s | are evolving and you know we're |
2890s | try to get as much information out as |
2893s | possible when we have more definitive |
2896s | set dates for things and um |
2900s | yeah working out the logistics on our |
2903s | end as well and then kind of |
2905s | everyone being in agreement and so on so |
2908s | uh |
2910s | yeah no I mean we're we're almost almost |
2913s | coming up on an hour here it's been |
2916s | quicker than than you might think I said |
2921s | um time just flies |
2923s | it is going crazy |
2927s | um |
2928s | talking about ambulance and immersion is |
2931s | there any ideas in regards to sound |
2933s | being muffled when in adjacency and |
2936s | closed off rooms oh |
2939s | I I know radiuses and kind of |
2944s | structural limitations and kind of |
2947s | Dynamic audio in that sense is really |
2950s | tricky and it gets really messy really |
2951s | quickly |
2954s | yeah so that is uh definitely possible |
2960s | um but yeah we would need to |
2964s | basically do a uh you know uh Ray |
2967s | casting so figuring out from the player |
2970s | sort of it puts out these imaginary like |
2972s | lines and that we could find out when |
2975s | you're in an enclosure and we have been |
2977s | working on the Reverb kind of system for |
2980s | a while but |
2982s | um quite honestly we've had a a little |
2985s | bit of motion on the audio programmer |
2987s | side of things so we're looking for a |
2989s | little bit of you know it's it has gone |
2993s | down in our list of priorities but yes |
2994s | it would make a lot of sense to have |
2997s | things like you know the scene that |
2998s | we're looking at having we're nowhere if |
3000s | you shout out you could hear the |
3002s | reflection like you know off the you |
3005s | know the opposing bank and stuff like |
3006s | that that would be really nice but that |
3009s | that is more of a that's a more |
3011s | long-term goal it's a good question |
3013s | though |
3015s | yeah |
3017s | uh |
3021s | don't think we have |
3023s | any other any other General |
3026s | uh |
3030s | General technical questions |
3033s | okay I was gonna ask if that new um |
3036s | music for the rain has been integrated |
3039s | yet |
3040s | um I don't I'm not I don't think it's |
3041s | been plugged in yet uh okay or actually |
3045s | hang on hang on I think it it has not it |
3048s | has okay and part of the reason for that |
3052s | is that uh Toby was working on stuff and |
3055s | he was just like oh hey do this thing |
3056s | and then and then he's been working on |
3058s | other things so I'm kind of like okay |
3060s | well I'll just leave it here so because |
3062s | I need a programmer hookup to basically |
3064s | 7bn rtpc on the amount of rain that's |
3068s | falling and then uh okay okay yeah from |
3071s | that then I know that the rain is |
3072s | falling otherwise currently I know time |
3074s | of day I know like sort of you know the |
3076s | amount of progression uh that when |
3078s | machines are producing things like |
3080s | crafting things then I know that but |
3082s | yeah as far as the uh the rain uh that's |
3087s | on the list of things to do one of the |
3089s | things that I also want to really get |
3091s | done is when you you're close to the |
3094s | ocean the the sound you know from the |
3097s | ocean happens and that was in a previous |
3099s | build but it got broken because of the |
3101s | way that the data structures of the way |
3104s | the game is put together got changed so |
3107s | yeah a lot of it is where |
3109s | um we have been working on the technical |
3113s | side to try to get that kind of help |
3115s | from coding and |
3117s | there's a lot of other priorities so |
3120s | yeah we've got a we've got a few things |
3122s | sort of you know like in the pocket with |
3125s | with audio and music so yeah we will get |
3128s | there yeah and audio has a tendency to |
3131s | kind of get the short stick |
3136s | in some of these situations where you |
3138s | know like things where the play tests |
3141s | are exploding and needing critical fixes |
3143s | then then suddenly You Know audio issues |
3145s | for stuff that we're working on for the |
3147s | future kind of gets de-prioritized |
3149s | uh which makes a very sad Leonard and |
3151s | then we don't get new audio I know |
3154s | um but uh |
3156s | but no it's as we're progressing and as |
3159s | we're adding these things we'll also |
3160s | keep publishing audio and that should be |
3164s | um |
3166s | should be sounding good and keep |
3169s | sounding good |
3170s | I remember when people were like stop |
3173s | fishing we can hear you yeah we had a |
3176s | bit of a global global fishing issue |
3179s | that wasn't me that wasn't me that was |
3181s | coding that that was that that was |
3183s | entirely on some of the other guys desk |
3186s | Leonard was actually free or fault on |
3188s | that one yeah I know the worst one I |
3190s | think was the one where because that was |
3193s | a general sort of server bug where |
3195s | sounds were just playing in people's |
3197s | heads so for me the worst one was with |
3200s | chewing so someone else is like cheering |
3204s | and you could hear everybody like in |
3207s | your head it was nuts |
3211s | the global eating problem |
3214s | um no I think as you mentioned in in |
3218s | terms of like balancing audio |
3219s | um especially for like machinery and and |
3221s | like natural natural sounds in terms of |
3226s | Nature's sound if that makes sense |
3229s | um |
3230s | feels like they're easier to scale and |
3232s | and so on and we've seen some issues |
3235s | with mechanical sounds that would really |
3238s | struggle with in terms of repetitiveness |
3240s | um back early nine nine two nine three |
3244s | somewhere where we had like The |
3245s | Machinist like the basic machines table |
3247s | was just like winning |
3249s | and whizzing on like crazy |
3252s | um that we're kind of tuned and tweaked |
3254s | to um to better fit in terms of the |
3256s | ambience round with all the other |
3258s | machinery |
3259s | um and stuff like that we really |
3262s | appreciate if you also post like bugger |
3265s | reports not necessarily bug reports but |
3268s | if you have you know specific audio |
3270s | issues or |
3273s | that may not necessarily be any you know |
3275s | an outright this is broken in the game |
3278s | but more of a this is really really |
3281s | frustrating for me or this is really |
3283s | really annoying for me to hear it you |
3286s | know repeatedly or |
3288s | um |
3289s | this particular environment or this |
3291s | particular kind of |
3293s | overload sensory wise are also |
3297s | appreciated to uh |
3299s | in particular for Leonard to kind of |
3301s | look at and see that you know if we have |
3303s | these issues then he can look at them |
3305s | and kind of get that information |
3308s | um |
3309s | because most of the times these things |
3311s | only really get reported if they're game |
3313s | breaking in some way shape or form |
3318s | yeah and |
3320s | exactly that would be really helpful |
3322s | because the thing is that I'm only one |
3324s | human and you know y'all are like many |
3328s | humans you know eco's a popular game and |
3331s | I don't have the time to play on the |
3334s | server all the time I try to when |
3336s | there's play testing but it is really |
3339s | important uh to to basically give those |
3342s | kind of feedback and just know that it's |
3345s | it's helpful you don't have to say like |
3348s | oh there's this sound and now I have to |
3351s | turn off the Audio I mean the the main |
3353s | thing is just if you can be a bit more |
3356s | like you know quality assurance and view |
3358s | it from that side just be if you can |
3361s | objective about like it's playing twice |
3364s | as loud as everything else |
3366s | and that those kind of feedbacks are a |
3368s | little bit more helpful than you know |
3370s | because there are sometimes when yeah |
3372s | it's anytime there's one thing like you |
3375s | know that goes wrong with the audio it |
3377s | can destroy the experience and that's |
3380s | fine but also if we know more of what |
3384s | the details are then it's just faster |
3385s | for me to know what's going on like if |
3387s | it's on server only or you know all |
3389s | those kind of things so yeah having that |
3391s | kind of feedback would be it's it's uh |
3394s | it's essential and and it is really |
3396s | helped actually with the developments of |
3398s | the game in certain ways |
3400s | um so yeah basically it's like it's a |
3403s | Community Driven game and it's awesome |
3406s | to to be part of this community and it's |
3408s | yeah once again it's nice to have you |
3410s | know Phil being able to join us on the |
3412s | music side of things because he's been |
3413s | you know sort of a quiet partner in a |
3417s | certain way but uh it's it's really |
3420s | essential for us on the audio side to be |
3423s | able to hear from everybody as well so |
3426s | yeah yeah oh I think |
3430s | uh |
3432s | don't think we have a whole lot about |
3434s | everything there's some technical stuff |
3436s | that |
3438s | um |
3438s | probably a lot of these questions have |
3441s | have kind of been rehashed and there's a |
3442s | lot of answers on Discord if |
3445s | people are interested in kind of digging |
3447s | into |
3448s | what's going on technically as well as |
3451s | the status of the play test |
3453s | um and and kind of FAQs and and what |
3456s | that is going on we have a play test |
3458s | that's coming up on that's currently |
3460s | scheduled for Wednesday date |
3465s | is pending because it's not a guaranteed |
3468s | set |
3469s | start as there is a couple of issues |
3472s | that we are working on fixing that is |
3473s | necessary for the play test to start |
3477s | um it's been updated from staging so |
3479s | there's a lot of new changes and and |
3480s | further polish to the interaction system |
3482s | and |
3484s | the tools that may have been working in |
3486s | the previous play test may be working |
3487s | slightly different |
3489s | um there may there may be new issues as |
3491s | we've been going over a lot of and |
3494s | ripping out a lot of the old code to |
3495s | work with the new interaction system for |
3497s | the new tools set the tool code that |
3499s | that mic is working really |
3501s | really hard at getting all of those kind |
3504s | of integrated and working |
3507s | um |
3508s | so yeah I would recommend just follow up |
3511s | on information on the Discord for |
3514s | anything playtest related |
3517s | um |
3520s | as more information can I get available |
3522s | fed just as it comes available and it's |
3526s | just easier for everyone to keep track |
3528s | on all of these things that are evolving |
3530s | and changing around it |
3532s | um |
3534s | but that's probably my my technical out |
3537s | throw of things that are not linked to |
3540s | the uh the audio stream so |
3543s | a |
3547s | very um very big thank you to Phil for |
3550s | participating and being here with us |
3553s | yeah thanks so much for having me |
3555s | uh so much fun to see how it's getting |
3558s | integrated and |
3560s | seeing the results see more of the |
3562s | process yeah yeah very cool |
3564s | and of course a big thank you to Leonard |
3567s | for |
3568s | putting up with us over over a long |
3570s | period of time and also staying with us |
3573s | for |
3575s | indefinitely |
3576s | um |
3579s | but no but thank you thank you sincerely |
3581s | both of you for being here and um |
3583s | uh wanting to come on stream and talk |
3586s | about what you do in revolving Eco and |
3590s | the surrounding systems |
3592s | oh thank you it's been awesome I've |
3595s | really I really adore this game it's uh |
3597s | it's just a great combination of like |
3599s | yeah Good Vibes good team good energy |
3602s | and good information you know like it's |
3605s | uh I think it's really important game to |
3607s | work on and it's really |
3609s | yeah I feel honored to be part of it so |
3611s | thank you |
3613s | yeah same here |
3615s | it's been so great to work on it soon |
3617s | yeah so with that thank you both I think |
3620s | we'll uh |
3622s | say good evening good night or good |
3624s | morning depending on where you are in |
3626s | the world |
3627s | um |
3628s | I will catch you all in the next stream |
3632s | and we'll bid Leonard and Phil goodbye |
3635s | for now who knows maybe we can coax them |
3637s | into uh showing up another time as well |
3640s | um who knows anyway |
3643s | I will catch you on the next stream and |
3646s | uh awesome take care everyone |
3648s | okay bye bye bye |