Skip to content

BGM design

Bohan edited this page Oct 18, 2021 · 13 revisions

Description

Sprint 3

Background music (BGM) has been designed for five screens including:

Sprint 4

One of Team's feature in Sprint 4 is orking with Team 7 to implement the "Custom Bgm" for this game. The details of this feature can be found here: https://github.com/UQdeco2800/2021-ext-studio-2/issues/361

Team 9 is responsible for the music production because we designed the current bgm in the game. Based on the sprint 3 user tests. We considered more about the emotional goal for each screen. For example, the "Game Tutorial" should be delightful and the "Monster Menu" should make users be nervous and frightened.

The goal is to designing two bgms for each screen. So we decided to design one using beepbox which matches the "8 bit" style and the other one using Apple Garage Band which is more professional and the music standard is higher.

Sprint 4 Music Design Process

BeepBox

Beepbox music production process is similar to sprint 3. You can have a look at the bottom of this page.

Apple's Garage Band

This is more professional than BeepBox.
This time, we used some music fragments in the resources shop. They are all royalty free. And then we combined some chosen fragments and put them together.



Evaluation Process

The music style is similar to 8-bit music to match the pixel art style of the game. The music has been produced using a combination of Apple's GarageBand and BeepBox.

A user-centric approach has been followed in making the tracks:

  1. Making one music track for each screen.
  2. Doing the user tests, sharing them with peers, and getting relevant feedback.
  3. Redesigning the music draft that had bad feedback.

NOTE: Some screens, including the "settings screen", "Monster Menu Screen", "Prop shop screen" are new to this sprint and still under development so we used existing BGM tracks for these screens and postponed work on them until Sprint 4 to prevent merge conflicts.

Music design process

Bohan's Process (designed BGM tracks for screens except for the main game)

Based on the feedback from user tests. The emotions for each screen should match. Here is an example of using beepbox to create soundtrack for gameover screen.


  • Achievement Screen: Mysterious music to depict unknown achievements and game story.

  • History Score Screen: Comparing the scores and getting the highest one is just like winning the game and evokes a feeling of joy. Therefore, fast rhythm and high-keyed instruments were used to make a joyful soundtrack.

  • Game Over Screen: Since it is game over, the emotion should be sad. However, it is difficult for me to make it sad. Honestly, the only thing I could do was made the music not delightful like the history score bgm. I used high-keyed in the first beat and continue lowing the keyed in the next few beats.

  • Main Menu Screen: This one is the easiest one. Doesn't need to consider emotional goal too much. I used "chip sound" to create this one.

Pranav's Process (designed soundtracks for MainGameScreen)

The main game screen soundtrack was designed keeping in mind that the user will spend most of their time on this screen. The soundtracks have to be repeated so special care has been taken to ensure that they don't get unpleasant for the user in the long run.

As of now, there are 2 tracks for the main game screen including.

  • A mysterious and grand soundtrack that gives the user a feeling of going on a "mission".
  • An upbeat "chilled-out" soundtrack that gives the user a feeling of cruising effortlessly.

Both the soundtracks took around 4 days each to make, with continuous improvements taking place after relevant user-feedback.

These soundtracks have been designed using Apple's Garageband, which is an easy yet powerful DAW (Digital Audio Workstation).

Gameplay

Home

Main Character

πŸ‘Ύ Obstacle/Enemy

Food & Water

Pickable Items

Game achievements

Game Design

Emotional Goals

Game Story

Influences

Style

Pixel Grid Resolution

Camera Angle and The Player's Perspective

Features Design

Achievements Screen

Achievements Trophies and Cards

Music Selection GUI

πŸ‘Ύ Obstacle/Enemy

 Monster Manual
 Obstacles/Enemies
  - Alien Plants
  - Variation thorns
  - Falling Meteorites
  - FaceHugger
  - AlienMonkey
 Spaceship & Map Entry
 Particle effect

Buffs

Debuffs

Buffs and Debuffs manual

Game Instruction

[code for debuff animations](code for debuff animations)

Infinite loop game system

Main Menu Screen

New Setting Screen

Hunger and Thirst

Goals and Objectives

HUD User Interface

Inventory System

Item Bar System

Scoring System

Props store

BGM design

Sound Effect design

Main game interface

Invisible ceiling

New terrain sprint 4

New game over screen sprint 4

Code Guidelines

Main Character Movement, Interactions and Animations - Code Guidelines

Item Pickup

ItemBar & Recycle system

Main Menu Button Code

Game Instructions Code

πŸ‘Ύ Obstacle/Enemy

 Obstacle/Enemy
 Monster Manual
 Spaceship Boss
 Particle effects
 Other Related Code
 UML & Sequence diagram of enemies/obstacles

Scoring System Implementation Explanation

Music Implementation

Buff and Debuff Implementation

Score History Display

code improvement explanation

Infinite generating terrains Implementation Explanation

Game Over Screen and functions explaination

Buffer timer before game start

Scrolling background

Multiple Maps

Invisible ceiling

Rocks and woods layout optimization

Magma and nails code implementation

Background Music Selection

Chooser GUI Implementation

Chooser GUI Logic Persistence

Guide: Adding Background music for a particular screen

Achievements Ecosystem - Code Guidelines

Achievements System

Achievements Screen

Adding Achievements (Guide)

Game Records

DateTimeUtils

History Scoreboard - Score Details

Listening for important events in the Achievements ecosystem

Food and Water System

Food System Water System

Hunger and Thirst icon code guidelines

Asset Creation

In Game Background Music

User Testing

Hunger and Thirst User Testing

Main Character Testing

Buffs and Debuffs Testing

Buff and Debuff Manual User Testing

Game Instruction User Testing

The Main Menu User Test

The New Button User Test in Setting Page

The Main Menu Buttons User Testing

Hunger and Thirst User Test

Infinite loop game and Terrain Testing

Item Bar System Testing

Randomised Item Drops

Recycle System Testing

Scoring System Testing

Music User test

https://github.com/UQdeco2800/2021-ext-studio-2.wiki.git

πŸ‘Ύ Obstacle/Enemy

 Obstacle testing
  - Alien Plants & Variation Thorns
  - Falling Meteorites
 Enemy testing
  - Alien Monkeys & Facehugger
  - Spaceship Boss
 Monster Manual
 Particle-effect
 Player attack testing
  - Player Attack

Inventory system UI layout

Props store user testing

Achievements User Testing

Sprint 1

Sprint 2

Sprint 3

Sprint 4

Items testing

Player Status testing

Changeable background & Buffer time testing

Main game interface test

Invisible ceiling test

Game over screen test sprint 4

New terrain textures on bonus map test sprint 4

Buying Props User Testing

Testing

Hunger and Thirst Testing

Main Character Player

Achievements System, Game Records and Unlockable Chapters

DateTimeUtils Testing

Scoring System Testing Plan

Distance Display Testing Plan

Musics Implementation Testing plan

History Board Testing plan

Rocks and woods testing plan

Sprint 4 terrain tests

Items

Item Bar System Testing Plan

Recycle System Testing Plan

Game Engine

Game Engine Help

Getting Started

Entities and Components

Service Locator

Loading Resources

Logging

Unit Testing

Debug Terminal

Input Handling

UI

Animations

Audio

AI

Physics

Game Screens and Areas

Terrain

Concurrency & Threading

Settings

Troubleshooting

MacOS Setup Guide

Clone this wiki locally