Thanks for the feedback. Which infantry lines are you referring to? Feel free to suggest some replacements as well. I can add as many as needed.Pretty damn good. The sound design so far is right up my alley. Not sure about a couple of the infantry's lines, but boy does this game sound good.
Thanks for the feedback. Which infantry lines are you referring to? Feel free to suggest some replacements as well. I can add as many as needed.Pretty damn good. The sound design so far is right up my alley. Not sure about a couple of the infantry's lines, but boy does this game sound good.
Cheers!
That is so true! I pay special attention to sound because I believe sound plays the main role to recreate the game's atmosphere, which as a consequence is important for immersion.What you've shown so far in these teasers demonstrates the importance of good sound design even if visuals are heavily abstracted. It reminds me of Westwood Studios' 2D games, where despite the use of simple sprites, your adrenaline was always pumping because of the music and sfx.
That makes total sense but there is actually a reason why they are not sounding like they would in the military; they aren't soldiers but a group of colonists trying to survive after their ship inexplicably crashed far away from the main colony. Although all colonists in the Universe of Archrebel learn how to handle weapons, they are still civilians.Thanks for the feedback. Which infantry lines are you referring to? Feel free to suggest some replacements as well. I can add as many as needed.Pretty damn good. The sound design so far is right up my alley. Not sure about a couple of the infantry's lines, but boy does this game sound good.
Cheers!
To me the lines seem fine - the one questionable to me is "Tell me" (doesnt feel like something a soldier would say on a radio, but that just might be me) in response to being selected, though it can work too. You could replace it with or add:
Orders?
Read you loud and clear.
Ready and able.
Other than that the game is looking better and better. Cant wait to play it.
Here is another update. It revolves around aliens showing their new spitting GFX and the new sprites for their dead bodies.
Usually, I use existing elements to create new sounds, but this one I had to create from scratch, I vocalized the spit itself and used a diet coke for the acid sizzling.
Here is another update. It revolves around aliens showing their new spitting GFX and the new sprites for their dead bodies.
Usually, I use existing elements to create new sounds, but this one I had to create from scratch, I vocalized the spit itself and used a diet coke for the acid sizzling.
Why is it that when something receives damage it's visualized as dozens of 2s? It's ok in low numbers but you can see it takes a while if something has a lot of health, and it would be more spectacular to blow away a squad or mech in one go I think. Is it a Rebelstar thing?