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Tinykeep review
Tinykeep review










tinykeep review

I assembled the dynamic music system in FMOD, and used some of my own custom tools to help with the musical arrangement.

tinykeep review

Overall, each level has 9 synchronised layers of music which fade in and out depending on various gameplay parameters. For example, the man-made/industrial rooms feature heavy drums, digital synths and chiptune sounds, while the organic cave structures have more emphasis on analog and orchestral instruments. To do this, I created different arrangements of every track to fit each environment. I also wanted to give each biome its own sonic identity, and have the music seamlessly adapt as the player moves through each level. Firstly, the music has multiple combat/exploration layers which are interchanged to match the musical energy with the gameplay intensity. Since every level is procedural, and therefore each playthrough is different, it was very important for Sublevel Zero to have a dynamic soundtrack. The low poly models and pixel art textures, combined with the organic cave structures and modern lighting effects inspired me to use a blend of retro and modern sounds. I took a lot of inspiration from Gary’s art style. The ‘out of the box’ feel and design of Sublevel Zero’s controls (especially the mouse controls) is superb, making it as easy as is possible for new pilots. I personally use a mouse and the Logitech G13. Some combination of two of the following is typically used, and none can be superior in order to appeal to the genre’s diehard audience and their preferences: joystick, mouse, keyboard, gamepad, rudder pedals, and more obscure devices such as 360 degree input hardware and others like the Logitech G13 and Razer Orbweaver. To compound the developer’s difficulty, there are practically as many hardware input combinations as there are pilots. Unlike the relatively simple ‘mouse-motion-to-game-look’ input that’s found in first person shooters, for example, the ships in 6DoF environments usually have mass, and thus a corresponding rotational acceleration and velocity. In addition to the challenge of moving on on a multitude of planes ( X, Y, Z, yaw, pitch, and roll) developers of 6DoF titles have the hurdle of designing and developing controls that make the player feel as though they are piloting a ship.












Tinykeep review