Sound
Music –
Although music isn’t a main focus of this game, it will help to create an immersive experience in Doctor Water. I want a different sound track for each area to match the biome that it is set in. By creating a distinct mood, it will help to connect the player to the environment’s challenges and themes. My main inspiration that i want replicated in each biome is from this video titled “Why Does Snow Music Sound So COLD?”, i have outlined the music style for each section:
- Londinium
- i want to create:
- A feeling of busyness, people everywhere, non-stop
- This is an example of the type of music i would want in Londinium:
- For the front on perspective and less time pressured feel, this is the type of music that would play in the background:
- Trans-Europa Express (2009 Remaster) –
- For the birds eye perspective when the player has a time limit to keep the same vibe but add a sense of urgency, this sound track with an almost clock sound would be perfect:
- Game Show Tension Bed
- Nefarun
- i want to create:
- A sense of heat, dryness and emptiness
- I want to create an atmosphere of isolation, struggle, hopeless in an attempt to replicate the challenges of a water-scarce desert. This is an example of what i think would best fit this area: Shimmers in the Sand
- Bayonara
- I want to create:
- A sense of humidity, being by the river, surrounded by wildlife
- I want to create an environment of unusual calmness, that there isn’t anything out of place and everyone around is calm and resting. But I also want to give off the vibe of exploring a tropical region. There isn’t a track that captures this exactly, but this is a good background soundtrack: Seashore
- Andemara
- I want to create:
- A sense of cold, cave, damp atmosphere
- I want the player to feel isolated in a high icy and snowy cave. I want them to feel cold, freezing. This soundtrack encapsulates what i want and its from pokemon: PDW – Icy Cave Music
Sound Effects
Having good sound effects are essential for all games, they can be the difference between a successful game and an unsuccessful game. “When sound design is being done incredibly well it is meant to fade into the background and not stand out”
Water Weapons:
To highlight to the player that their weapons are made of water and that they need to manage how much they use it is important to immerse the player. Here is examples of the different weapons sound effects whilst being used:
Water Sword –
Slingshot –
Fishing Rod –
water-splash-minecraft-sound-fx.wav
Snowball Launcher –
Environmental sounds:
To immerse the player and make things realistic I’m going to take inspiration off of Hollow Knights’ use of sound effects for running. Making sure to make the players movements sound accurate to the ground they are running on. Here is an example of the sound the players would make running on the different grounds:
Pipes of Londinium –
running-on-metal-74791 (2).mp3
Leaves of Nefarun –
Planks of Bayonara –
footsteps-running-wood-sneakers-consistently-close-79973.mp3
Snow of Andemara –