My name is Robo and I am a game designer on Galactic Junk League. I will dedicate this Dev Diary to talk about sounds and music. It is another one of the improvements, which you will be able to enjoy after the game is released on Steam.
We know that the sounds in our game haven’t been the best. So far the weapons have sounded vague and didn’t really communicate their power and size (the biggest problem was the Gatling Gauss). Also, the abilities all sounded similar and didn’t have a characteristic sound. We are quite satisfied with the music in our game, but even there, you can expect some small changes.
Therefore we are currently working on completely reworking the sounds. The first changes should be released during January, but it will only be the first step for the sound aspect of the game to be top notch. The first batch will include reworked sounds of abilities and weapons.
Lost in sounds.
The goal of the new ability sounds is to better communicate their effects. We want the abilities to be easily recognizable, not only visually, but also with the specific sound they make. Until now, most abilities had only one, max two sounds. Now, some more complex abilities will consist of more sounds to better communicate all of their phases, which can influence other players. New notification sounds will inform players, which have been hit by stun or silence abilities. Until now, these notifications have only been shown in the UI with text. The player often didn’t notice this, and it wasn’t clear why he is unable to move or shoot. The new sounds should prevent such situations from happening.
But how are the sounds actually made? Our sound designer Milan Malík, with whom we’re working externally, has the best answer for this:
“I begin the process of creating sounds by browsing through my sound library. Afterwards, I divide them into several categories. I record the missing special layers in my studio, using professional microphones and preamps, or by using special hardware which is listed below. I am using the Cubase and Wavelab software to create the sounds, with a huge amount of available VST plugins.
Further process involves sound editing, which consists of shortening, stretching, looking for the right volume, tune and frequency. Then, I continue with layering, mixing and post-processing, which involves refining the sounds using saturators, equalizers, compressors, limiters and other tools. I create more versions for a more varied selection of the final sound.”
The studio of our sound designer Milan Malik.
Another important component, besides the sounds, is of course the music. We are quite satisfied with the music we currently have, but some of the tracks need to be a little reworked to fit the arena battles better. For example, the new version of the track Nord Runner sounds better and more dynamic than the current version which is in the game.
Ha! You must be wondering, what is the Nord Runner? The thing is, we’ve never communicated this before, but of course, all of the tracks in the game have a name. We currently have 8 “battle” tracks for the arenas, which are divided into two groups:
- Nord Runner
- Time Warp
- Dark Star
We also have a track for the lobby, which is undergoing some changes to create bigger expectations of the player before the battle. We have two tracks for the hangar – Hangar of Construction and Hangar of Reconstruction.
Milan Malík will again tell you more about his process of creating music:
“I create music using software and hardware synthesizers, groove boxes, 8-string guitar and more string and percussive instruments. Here is a short list of my gear:
Software – Steinberg Cubase, Wavelab + many VST and VSTi.
Hardware – Universal Audio Apollo, Focusrite Octopre Mk II, Novation Circuit, Waldorf Streichfett, Waldorf Rocket, Roland Gaia SH-01, Yamaha ReFace DX, M-Audio Axiom, Korg Volca Beats, Korg Volca Bass, Korg Volca Keys, Alesis 3630 Compressor, ENGL Tube Preamp E530.”
As a small bonus and to finish this up, here is a new track called Hologram, which will be released with the launch of the game on Steam:
That’s it for today. We are looking forward to your feedback on our Forum. Bye!
Robo "Robinson" Kazmér