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mattbezett edited this page Sep 11, 2022 · 10 revisions

Overview

Similar to the sound effects, a process was created to streamline the creation of music and to ensure consistency.

  1. Research music from games with a similar setting and themes

  2. Select instruments you wish to use in the song

  3. Create the song in GarageBand, ensuring the feel is consistent with the emotion you are trying to create e.g. minor tonalities & dissonance for a scary song

  4. Polish and export the song

  5. Implement the sound using Resource Service

    Example Implementation:

private void playMusic() {
  Music music = ServiceLocator.getResourceService().getAsset(backgroundMusic, Music.class);
  music.setLooping(true);
  music.setVolume(0.3f);
  music.play();
}

Since the game consists of calmer base building during the day and more intense tower defence at night, we chose to create 2 different styles of music to match these tones.

Sprint 1

In the first sprint, we chose to only develop music for the day time. This is because the day-night cycle was not yet implemented. The following songs were created and pushed to the sounds folder:

  • bgm_day_1.mp3
  • bgm_dusk.mp3
  • daytime_grassland_bgm.mp3
  • daytime_mountain_bgm.mp3
  • dusk.mp3
  • night1.mp3
  • night2.mp3

Sprint 2

Table of Contents

Home

How to Play

Introduction

Game Features

Main Character

Enemies
The Final Boss

Landscape Objects

Shop
Inventory
Achievements
Camera

Crystal

Infrastructure

Audio

User Interfaces Across All Pages
Juicy UI
User Interfaces Buildings
Guidebook
[Resource Management](Resource-Management)
Map
Day and Night Cycle
Unified Grid System (UGS)
Polishing

Game Engine

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

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