![]() ![]() We had brainstormed many more ways to make the music interactive (more versions, divide it by layers) however, we concluded that either they were not a fit for the Build mode or they were too ambitious time-wise to do for the base game. ![]() So technically the instrumentation and arrangement between both versions is (most of the time) “exactly the same” which allows them to transition smoothly. So, going back to what I said earlier, the “Day” versions feature mainly acoustic instruments and therefore the “Night” alternative versions feature their electronic counterpart. As the player switches time of day the track versions will switch too to fit the different mood. The cool part about the music inside the Build mode is that each track will have 2 different versions: one for daytime and another one for night time. Here’s a screenshot of the many layers that comprise the track “Farewell Froggy” And voilà! That’s pretty much how we got to the Build mode musical direction! Both these tracks feature a main riff as the core of the song and have similar instruments such as electronic hi-hats, soft pads, and various acoustic instruments. The end result were tracks just like “Farewell Froggy” and “4am” as featured in the video above. The result was pretty cool!Īfter reviewing all the demos created, we decided to combine this 44th demo with another demo called “Paradigma” that featured more ambient, spacious, soft elements. ![]() In that last demo titled “Unconventional”, I wanted to take an instrument (in this case my acoustic guitar) and play it in as many ways as possible and combine all the layers together in an “unconventional” manner. That sounds pretty simple right? Well □, it took up until the 44th demo to find something that would really bring all this criteria to the next level. ![]() All of that while fitting the cozy mood we want to give to the game. The music should evoke a sense of spaciousness to reflect all the possibilities in the Build mode and inspire the player to come up with fresh new ideas. Our main vision for the music in the Build mode was to do something catchy, easily identifiable while not too distracting and avoid being annoying through repetition. □ 3:26 - “4 am” track sample (showcasing the day and night cycle music transition) □ In the above video, you can listen to 2 new Build mode tracks: We made many music exploration demos, tested different sound approaches for foley, ambience, UI sounds and many more little secrets! As a matter of fact, these past few weeks, we’ve been brainstorming the details on how our Parafolks will actually speak and communicate with each other (more to come in the future □).Īt this point in the development, we are pretty much done with brainstorming our music direction, so we wanted to show you all what we decided to go for in the Build mode specifically! I’m going to go into the specifics of our core vision for the music, how we got to the end result, our plan to produce the rest of the tracks and how the music actually interacts with the game! This post is for Patrons only so please do not share. The developers have stated there is no planned release date for Paralives, although a beta version has been planned for the future.What’s up everyone! Andrei here ready to bring you some music!Īs you might know, this past year and a half, we’ve established a lot of things concerning the audio direction in Paralives. The incredibly fleshed-out character design, called Paramaker, and the open-world setting are two examples of this upcoming game's elaborate experience for players to have. The game's selective platforms seem to make sense considering all of the features available at launch. The game's website does not indicate a plan to release a mobile version either, so for the time being, it appears Paralives will only be available exclusively on Steam. We thought we’d share a few more of the live mode animations we made for our Paras so far! /Cfy9bCTem0- Paralives JanuWill Paralives Get a Nintendo Switch Release?įor the moment, the game only appears to be getting a release on Steam for PC and Mac, with no plans for any console versions at this time. □ Live Mode Sneak Peek #5: Emotion Animations The Montréal-based team updates consistently through their Twitter and Youtube, in addition to other platforms, about recent developments in animations and key gameplay features. Despite similarities to The Sims, the game has unique components and differentiates itself due to its art style. Its journey has had no difficulty being tracked by fans and interested gamers alike. The game has been in development since June 2019, with frequent developer updates since its announcement. Paralives is an upcoming simulation indie game that is both single-player and open-world. ![]()
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