So, we decided to lift the zeldoid topdowner from the compo. It'll hopefully help us make a better game in our own time so to speak, but the compo gave us a good start. One of the things i've been working on secretly is the soundtrack. Now that there's not as much need for an element of surprise, i thought it might be a good time to ask for critique from you guys. I'm not looking for anything particular, my guess is that thoughts undirected by specific questions from others will help me improve. But there's some fields where my own personal judgment doesn't help:
-is the soundtrack varied enough/consistent enough so far?
-do you think the average song length (before it loops) of the non-wip songs are ok so far?
Btw my process is basically this. It helped me be more productive than i usually am when writing music. Maybe it's of help for someone else, even though everyones' process is bound to be a bit different:
-hum, sing or sometimes play into a dictaphone, often when taking a walk, working, etc. My dictaphone app pretty much fills my phone at this point, so there's a seemingly endless supply of embryos to pick from which i've collected over the last year.
-transcribe those notes into famitracker, often resulting in a bar or two. those are called scraps
-alternately, turn off recording and play on the keys like a keyboard until something sticks. record that. also sorted as "scraps".
-Some scraps turn out terrible. Some terrible scraps turn out pretty ok when worked on further. Nothing's too good right from the start in my experience.
-combine scraps that are good enough into "WIP":s
-when they feel at least 90% done, promote them to the top of the track list. At this point they should sound at least "good enough".
-(not done yet) - create a few rearrangements or medleys of 100% done songs
-goal: make many more songs than are actually needed for the game, then select those that fit certain scenarios the best. A bit like how traditional music album studio production is made.
Since both the zeldoid game and the actionvanoid future project are offshoots from a mythology/setting i've been working prior to their conception, it might make sense to tie them together/cross-pollinate their soundtracks in the end.
-is the soundtrack varied enough/consistent enough so far?
-do you think the average song length (before it loops) of the non-wip songs are ok so far?
Btw my process is basically this. It helped me be more productive than i usually am when writing music. Maybe it's of help for someone else, even though everyones' process is bound to be a bit different:
-hum, sing or sometimes play into a dictaphone, often when taking a walk, working, etc. My dictaphone app pretty much fills my phone at this point, so there's a seemingly endless supply of embryos to pick from which i've collected over the last year.
-transcribe those notes into famitracker, often resulting in a bar or two. those are called scraps
-alternately, turn off recording and play on the keys like a keyboard until something sticks. record that. also sorted as "scraps".
-Some scraps turn out terrible. Some terrible scraps turn out pretty ok when worked on further. Nothing's too good right from the start in my experience.
-combine scraps that are good enough into "WIP":s
-when they feel at least 90% done, promote them to the top of the track list. At this point they should sound at least "good enough".
-(not done yet) - create a few rearrangements or medleys of 100% done songs
-goal: make many more songs than are actually needed for the game, then select those that fit certain scenarios the best. A bit like how traditional music album studio production is made.
Since both the zeldoid game and the actionvanoid future project are offshoots from a mythology/setting i've been working prior to their conception, it might make sense to tie them together/cross-pollinate their soundtracks in the end.
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