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Thursday, April 14, 2005

And then there were 10? 

Roland put up a bunch of sfx on the ftp that need to be gone through. Decesions need to be made on where to attach them to, and how much of them gets heard at what time. Need to write up good notes so that they can be implemented.

Have a had a week of revolutionary posting by all involved. Hard to encapsulate the progress, has been fast and furious. It is a pleasure working with a programmer who is willing to challenge himself and the project. I hope it continues to go well.
Was recognized for contributions and accomplishments made during the last month including the sound design doc and the recent flurry of activity, nice to be appreciated by a dev...feels good.

*Need to read the EAX doc a little closer and jot down terms and concepts.

Pick up sounds:
Nobles: Eeew, don't touch me sound
Jesters: Comic lafter, ha ha or something
Squires: yes 'em
Farmer: Little humming, Hi ho, hi ho it is off to work go
Merchants: Wha..eh? Or maybe like a change sound added reuse/modify
the tax sound.
Knights En garde: oops or something like fighting then oops
Peasants: Mumble apologies
Serfs: Grumble, complain sound
Royals: Harumph, need 4 for this

Battering ram: Can we make it bang?

Walking Sounds:
Merchant: foot steps with change in pocket (reuse current sfx)

Generally need a few more ambiant sounds, like 4-8 more.
Thowing out the water, Hoeing for farmer, practice sword fight, halt, wagon, etc.

Chatted with the dev and he "assured me" he would have the contract back to me once it got out of his "legal dept". He thought this would be a coupla days...it has been a week. Will recontact asap.

Pending Projects:
Project moving forward, no talk of sound, no contact from dev.

Obelisk/Bomberman Clone:
I think for starters, we could use a rumbling sound. This will be
played at the start of a level. Players are positioned at their
obelisks, though the obelisk is not rendered until they move away from
this point. As soon as they move, the obelisk will rise from the
ground (to the rumbling sound effect) and will mark their resurrection

It doesn't necessarily have to be purely a rumbling sound, just
something to represent the start of a battle, this could mean that the
rumbling is accompanied by another sound effect such as a voice
shouting "Fight!!", or somethign atmospheric such as a deep male choir
voice (kind of as if a spell had just been cast).

I could also use a nice deep explosion sound, pretty short in length
as it will be played every time a bomb goes off (which will be quite

*Obelisk/Battle Begin Sound
*Deep Explosion/Short Bomb Sound

Maginally Cleever:
Poked the dev today, and he was somewhat clueless...he said thanks for reminding him that he was working on a project, and he would contact me. Idiot.

Voodoo Poker:
new game start - 1 shuffling to two half decks of cards
card flipping sound - card flipping (short direction) against another card
select card - a subtle click just for feedback

These last ones may need rethinking depending on how the music turns
out, but here's a stab in the dark (or quiet):
lose a hand - a short rub across a guiro (short)
win a hand - some change being caught together (short
increase rank - a few seconds of cheerful chaotic tambarines, bells,
sticks, etc.

*card select
*cards flip shatter (positional by card flip or suit animation?)
*chip count down

*level up

voodoo theme-talked to Dcent about some music

Contacted dev about this RTS/RPG. They are whipping a demo up to pitch to Ubisoft at the end of April. So far so good, the musician on the project is pretty good, and they have all been mostly helpful so far. Ball is in their court to come up with a sound design doc, or at least on outline of their current expectations with regard to what has been discussed thus far. Pending.

Contacted dev about their Zelda like fantasy adventure rpg. They beamed back making sure I knew it was no pay, and wanting to make sure I was still interested. I said I was, and would be interested in working with other noise makers if need be to complete the project.

Decomissioned Projects:
Babylon 5:
Realized that, aside from knowing nothing about B5, that I didnt really want to have to "copy" the sound of the series for the game. This and the leads inability to communicate and appropriatly handle guiding the team.

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