Install Steam
sign in
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem


Hello everyone!
Apart from the very respectable works of the Western world, over the years I have grown an insatiable liking for all Japanese media and became a great fan of many JRPGs and animes. Some of my favorites are the Persona series and JoJo’s Bizarre Adventure, which both have become a primary inspiration for SacriFire’s tonal palette.
The subconscious realization of the present living and breathing world lets the player’s suspension of disbelief take over and enjoy any and every setting, no matter how far from reality it might be. Here are some of my favorites so far.
One of the goals of our combat system is to Stagger the enemy by filling their gauge and breaking them, dealing critical damage and stopping them in their tracks. When I first heard of this mechanic and saw it in gameplay, I immediately thought of Star Platinum’s iconic “The World” attack and it clearly inspired me in making the sound. At the same time, I also wanted to create some kind of a jingle to be played as soon as the game registers a Stagger hit, something akin to the Persona 5’s All-Out Attack.
And for that you definitely need good foley, meaning sound effects synchronized to the movement of a character, such as footsteps, cloth and armor, grabs, and so on. Right now, for Ezekiel there are sounds for his armor, cape, footsteps (6 different surfaces), jump, double jump, falling, land, dash, roll, slide, grab and ledge grab. You could also add teleporting sounds but they are not exactly foley.
There’s also a separate system for footsteps alone, as it requires a more profound approach linked to the surface detection system, so that the parameter responsible for switching between different footstep types can function properly. Unfortunately, in some rare cases, the Animation Event system played back some sounds later than expected. This has been the case with the ledge grab sound, which resulted in a delayed feedback in movement, making climbing feel a bit sluggish. To circumvent that, special code had to be written that plays the particular FMOD event right as the game recognizes a ledge climb action.
The difference between a game cutscene (especially real-time ones, like in SacriFire) and linear media like anime is that while the camera does take away player control for a moment, we are still set in the very same scene in which we were just running about freely. The problem is, some sounds that are needed in dungeon exploration, are at the same time potentially annoying in a cutscene, like Checkpoints present in dungeons. Or if the camera flies away from the player character, how do we make it so that we hear what it sees? And what about changing shots and idling audio emitters suddenly cutting out due to the sudden jump of distance?
Lastly, what if the camera changes in the middle of a cutscene and travels a substantial distance over the level but at the same time, suddenly cutting short all idle background world looping sounds? For that, I created another VCA and event that works the same way as the previous one, which is played on every camera change in Unity’s cutscene timeline. It’s purpose is to gently fade-out and fade-in all the looping sounds in the scene.
Hello, everyone!
My mother spoilt me - I had a gameboy, SNES, PS1, N64, and much of what came after - and I grew up on a diet of such classics as Chrono Trigger, Secret of Mana, Illusion of Gaia, and Final Fantasy VII. It was a desire to (try to) write incredible stories like those that led me to Pixelated Milk, where I’m fortunate enough to have worked for the last few years.
The history of Antioch, with its quirks and idiosyncrasies, all started with the character of Ezekiel, one way or another. We have quite a journey planned for him, and for that to happen the world had to be set up in such a way that he could discover its secrets simultaneously with the player.
There was also the use of the ‘final exam’ scenario at the beginning, where Ezekiel is undertaking a test, which naturally puts him (and the player) in a situation where they will be receiving instructions. For the most part, though, we simply let Ezekiel move around Antioch freely, and by extension, we hope the player will be able to piece together information about the world based on Ezekiel’s interactions and experiences.
I’ve moved around a lot in my life, and one thing I’ve learned is that people (and especially kids) are incredible at assimilating contextual clues. I’ve also found that it’s a lot of fun putting fragments of information together to try to get a shape of the whole, and that’s the experience we want our players to have as well. “Show, don’t tell” is one of the most over-repeated writing maxims out there, but it’s not bad advice all the same.
It affects gameplay hugely as well, because you have to think about how things such as money, or weapons, or curing items are handled - things that are essentially gameplay-critical, but which also tie into the overall lore. For example, we had to talk about how to tackle the loot mechanic in Erebus, as it’s a ‘spiritual realm’ where objects (and lux, which is the game currency) would not be transferrable back to the physical world of Antioch.
All of the different departments have to be aware of the context of the narrative as a whole, because it affects even tiny background details of a scene to a far greater degree than the casual player might expect. It’s a big challenge to keep everyone on the same page, but I like to think that the result (Antioch, and Erebus; the characters who live there; all of our gameplay systems) has been worth it.
Hopefully, the little fragments which people do pick up about the world through background NPC dialogue, or through letters or books they find, will encourage them to dig deeper.
Loading
