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Game News Exclusive Reveal: Realms Beyond, an upcoming fantasy RPG from the developers of Chaos Chronicles

Caconym

Augur
Joined
Apr 18, 2015
Messages
189
Them birds need to slow down and widen out their soaring a bit, they look like insects.
 

MInq

Novice
Joined
Dec 28, 2017
Messages
1
im looking forward to this more than any other IE engine looking followers.
TBS, 6 men party, Hexed map treatment, based on OGL, open end,
and mentioning Wizardry inspired followed by later decision.... i'll support.
 

Monty

Arcane
Joined
Mar 24, 2012
Messages
1,582
Location
Grognardia
Good luck guys, looks great. Will keep an eye on this.


Still remember Jarl's job interview for this, seems like just the other day
http://www.rpgcodex.net/forums/inde...read-resurrection.75724/page-315#post-3347675

ZU4Oagn.jpg
 

AbounI

Colonist
Patron
Joined
Dec 2, 2012
Messages
1,050
New entry on their blog and their forum
https://www.realms-beyond.com/sound-design-2/

Sound Design #2: Attentive music matters

On the technical side, modern computer game development, especially in the field of roleplaying games, it appears, is very heavily focused on the visual presentation. Eye candy sells, there can be no doubt. Many will argue that music and the sound design are somehow important, too, but for the most part, it is the graphics that draw players in.

Back in the early days of computer games, computer RPGs never really considered graphics as their key focus. A large part of the reason was that hardware limitations kept things in check and so, game designers turned to music and sound effects to create the proper atmosphere. Nowadays, we have come to think that a bunch of hyperrealistic graphics with some epic music underneath make for great atmosphere, but you really couldn't be more wrong.

angklung.jpg
Music offers very subliminal ways to manipulate the player's mood. Especially in computer games it can affect the mood in so many different ways. And that’s the reason why we care not only about adequate graphics but also about precisely-tailored music (and sound effects, as you already know). To achieve this goal, we pay a lot of attention to the creation of the music for Realms Beyond.

We are currently working on the different combat themes. To achieve a dense atmosphere, we decided that we needed not only one but several separate themes. The driving force behind this decision was that e felt it was important to underscore different types of combat situations with different types of music. A small skirmish has a very different feel than an epic battle and the music needs to reflect that appropriately.

But it goes beyond that. Skeletons, for example, are very different from human knights. Not only do they look different or fight differently, no, they also have to have a different sound design. It is our job to create different types of atmospheres for different kinds of encounters because after meeting the skeletons, an encounter with goblins or a diabolic demon should also have a different sonic quality.

Dilruba.jpg
By the time it is all said and done, every type of enemy will have it’s own rhythm, harmony or motif and, perhaps, even it’s own signature instrumentation. This will be in addition to the original Realms Beyond instrument setup, consisting of a string sextet, some large o-Daiko Drums and several other instruments that have very unique sound qualities to fit in with the dark and gloomy mood of our game.

But I get it, talk is cheap. You want to hear something. Alright. Let’s take a look at the Undead. If you get tangled up in combat with these guys, aside from the standard string sextet, you will also hear a scary-sounding Indian dilruba, along with the sounds of anklungs, which always remind me of rattling bones.

To illustrate this, here are three sound samples for you to listen to. Each one represents a different type of enemy. But please keep in mind, we have slightly reduced the quality of these MP3s to conserve bandwidth here on the web. In the final game, you will be able to enjoy music and sound effects in much higher quality, of course. I should also point out that music is still a work in progress and that what you hear is not a final piece of the game.







Music by Bastian Kieslinger.

If music will be as good as what did Breakdown Epiphanies, it will be a big +
Other than that, it seems Bastian Kieslinger worked for Spellforce 3 soundtrack, so it's not impossible HobGoblin42 took him with him when he left Grimlore Games
Damned, I'm late, sorry guys
 
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vonAchdorf

Arcane
Joined
Sep 20, 2014
Messages
13,465
If music will be as good as what did Breakdown Epiphanies, it will be a big +
Other than that, it seems Bastian Kieslinger worked for Spellforce 3 soundtrack, so it's not impossible HobGoblin42 took him with him when he left Grimlore Games

He also lists Coreplay (in the CC years) on his CV.
 

AbounI

Colonist
Patron
Joined
Dec 2, 2012
Messages
1,050
If music will be as good as what did Breakdown Epiphanies, it will be a big +
Other than that, it seems Bastian Kieslinger worked for Spellforce 3 soundtrack, so it's not impossible HobGoblin42 took him with him when he left Grimlore Games

He also lists Coreplay (in the CC years) on his CV.
Oh, I didn't knew that, thanks
 
Joined
Sep 18, 2013
Messages
1,258
What the hell is JarlFrank doing there?

A token white cishet male kept around for the sake of muh diversity? :smug: (and to have someone safe to file sexual harassment complaints against)

JarlFrank, a cishet?

Haha, no. JarlFrank is a self-hating transsexual who can't deal with it, pretending to be a man. *e is a ticking bomb who will take maybe 10 years, maybe 30, before the eventual breakdown out of denial.
 
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