What changed
0 fixes2 additions8 changes0 removals
changedHey everyone, I hope you're doing great!For this week's update, I'll talk a bit about the game's sound design. It's such an important part of creating an immersive underwater experience.
addedThe Islands (Above Water)I wanted to keep the audio on the islands fairly light, since players will spend a lot of time there building and customizing their shelters. Most of the ambient sound comes from nearby waves and the wind. In a previous demo update, I also added water splash sounds when the player runs along the shoreline.
changedThe Future EraI really wanted players to feel like they're caught in the middle of a storm. To achieve that, I combined the sound of a raging sea, heavy rain, and frequent thunderclaps in the distance.
changedUnderwaterThis is where I've put the most work into the sound design. There are sounds for the player's swimming movements, air bubbles rising toward the surface, underwater ambient tracks, etc. Players can also choose from five different underwater ambient styles in the options menu. For player interactions, I used Audacity (a sound editing software) to create muffled versions of many sounds, such as mining and chopping wood. The same actions sound very different underwater, and I wanted that difference to feel as authentic as I could.
addedAmbient MusicI added a number of music tracks throughout the game. For example, when players begin exploring underwater, they will sometimes hear an upbeat xylophone-based track that helps set the tone and creates a sense of adventure. The music used in the Shallow Waters biome is actually the same track featured in the game trailer, as it sounds to me like the core identity of the game.
changedCreaturesThis was a particularly important aspect of the sound design. Unlike many games where players move primarily on the ground, underwater creatures can approach from any direction: in front, behind, above, below, or from either side. Because of this, many creatures have unique audio cues to help players identify nearby threats. I also make use of the wristband system to warn players about incoming dangers. Since players can move freely in all directions, it's not always possible to notice everything visually, so many important environmental elements have their own distinct sound signatures as well.
Sinking Eternity changes
changedFor this week's update, I'll talk a bit about the game's sound design. It's such an important part of creating an immersive underwater experience.
addedI wanted to keep the audio on the islands fairly light, since players will spend a lot of time there building and customizing their shelters. Most of the ambient sound comes from nearby waves and the wind. In a previous demo update, I also added water splash sounds when the player runs along the shoreline.
changedI really wanted players to feel like they're caught in the middle of a storm. To achieve that, I combined the sound of a raging sea, heavy rain, and frequent thunderclaps in the distance.
changedThis is where I've put the most work into the sound design. There are sounds for the player's swimming movements, air bubbles rising toward the surface, underwater ambient tracks, etc. Players can also choose from five different underwater ambient styles in the options menu. For player interactions, I used Audacity (a sound editing software) to create muffled versions of many sounds, such as mining and chopping wood. The same actions sound very different underwater, and I wanted that difference to feel as authentic as I could.
addedI added a number of music tracks throughout the game. For example, when players begin exploring underwater, they will sometimes hear an upbeat xylophone-based track that helps set the tone and creates a sense of adventure. The music used in the Shallow Waters biome is actually the same track featured in the game trailer, as it sounds to me like the core identity of the game.
Hey everyone, I hope you're doing great!
I'm still working on polishing the Early Access content, and things are progressing well. I'm currently going through the main questline for the 5th, 10th, or maybe 15th time. Something like that, haha.
For this week's update, I'll talk a bit about the game's sound design. It's such an important part of creating an immersive underwater experience.
The Islands (Above Water)
-I wanted to keep the audio on the islands fairly light, since players will spend a lot of time there building and customizing their shelters. Most of the ambient sound comes from nearby waves and the wind. In a previous demo update, I also added water splash sounds when the player runs along the shoreline.
The Future Era
-I really wanted players to feel like they're caught in the middle of a storm. To achieve that, I combined the sound of a raging sea, heavy rain, and frequent thunderclaps in the distance.
Underwater
-This is where I've put the most work into the sound design. There are sounds for the player's swimming movements, air bubbles rising toward the surface, underwater ambient tracks, etc. Players can also choose from five different underwater ambient styles in the options menu. For player interactions, I used Audacity (a sound editing software) to create muffled versions of many sounds, such as mining and chopping wood. The same actions sound very different underwater, and I wanted that difference to feel as authentic as I could.
Ambient Music
-I added a number of music tracks throughout the game. For example, when players begin exploring underwater, they will sometimes hear an upbeat xylophone-based track that helps set the tone and creates a sense of adventure. The music used in the Shallow Waters biome is actually the same track featured in the game trailer, as it sounds to me like the core identity of the game.
Creatures
-This was a particularly important aspect of the sound design. Unlike many games where players move primarily on the ground, underwater creatures can approach from any direction: in front, behind, above, below, or from either side. Because of this, many creatures have unique audio cues to help players identify nearby threats. I also make use of the wristband system to warn players about incoming dangers. Since players can move freely in all directions, it's not always possible to notice everything visually, so many important environmental elements have their own distinct sound signatures as well.
UI Feedback
-As I mentioned in a previous weekly update, I'm a longtime fan of MMORPGs, and Sinking Eternity takes some inspiration from them when it comes to gameplay feedback. The game features unique sounds when starting and completing quests, as well as audio feedback for objective progression, discoveries and other important milestones.
The tool I use most for audio work is Audacity. It felt simple to learn, but it's surprisingly powerful, and I've become very comfortable with it over time. It's funny how attached you can become to certain software. For example, most of the game's textures were created or modified using an old Photoshop Elements 9 license I still have from 2010 haha.
Alright, I think I've talked enough for this week's update. I don't want to ramble for too long haha :)
Thanks so much for all your support! I'm still targeting an Early Access launch this summer!