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Paul Crocker
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Slidell, LA, USA
Jul 1999 time: 05:13
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I realize that this topic is less than essential at this point in the project development, but I think that it at least needs to be broached (I couldn't find any references to it by searching...set me straight if it already has been).
As I've been fiddling with the graphics options before us, I started thinking about other elements of the game that could best be described as "chrome". Has anyone discussed that addition of sound effects and/or music to Clash? While it's not essential, it CAN make or break a game by adding to the appeal of the game. I'm not experienced in any way with programming customized sound effects (formats, etc), but I'm assuming that there are packages out there that will fairly easily allow someone to design and implement some sound effects for the game. Any comments, suggestions, cheap shots, or volunteers on this topic? 
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Mikael
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Rio de Janeiro
Jan 1970 time: 05:13
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Hi Paul,
Just a suggestion for the music:I thought the one in Civ2 was very good, it wasn't too loud(and therefore didn't disturb concentration) and remained very close to the subject: Civilizations. I think it really contributed to the overall feel of the game. Something of the same kind in Clash would be greatly appreciated.
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Glak
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yeah sounds really get you into a game if they are done right. However if they are just plain bad like the civ2 sounds they have to be turned off. Like the civ2 sounds are long, that is horrible. Sounds should be short and simple. No composite sounds. I suggest that most of the sounds be simple interface sounds, like clicks. When you hit a button on the interface a muted (not sharp and staticey) click would be heard. Maybe sounds for unit death. I would avoid going with music unless there is someone skilled at composing. Bad music detracts from the game.
Sound will help people get into the game but it is not essential because people have time to read text screens (as opposed to say SC, where you cannot hope to play without sound because you rely on it for a lot information)
So I wouldn't suggest too many event sounds, after all they have other ways to find out about things
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Paul Crocker
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Slidell, LA, USA
Jul 1999 time: 05:13
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Mark: I agree with you about being able turn off the music. An endless loop of Ode to Joy would put me over the edge! :P
I was thinking more along the lines of maybe some music (perhaps something prerecorded, but not copywrited) that we could use on the intro screen to give the game a more professional, polished look - and that's what we need (especially in demos) to generate interest in the project. Also, some basic sounds (like the clicks described above) as well as some sound effects for battles and natural disasters might add something. I realize that many people ignore or turn those effects off, but some people (like me) prefer to hear their tanks crushing the enemy or hear their swords clanging against the enemy's armor. A game as complex as this one shouldn't be silent, as that would seem, well, incomplete in my opinion. If you are in the group that hates sound FX, just turn it off 
Is there anyone out there with experience with implementing sounds in games (including creating original effects)? This would be a great "Duke" position for someone that doesn't have a lot of time, but has a great imagination.
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Glak
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No I wasn't suggesting low quality sounds or beeps, just a certain style of sound use. Quieter sounds that don't ever dominate. You want the play to feel that he is doing something or that he is changing interface modes.
The civ2 sounds were about the worst possible that I could imagine. They were long, loud, and high pitched. Each time you attacked you were "treated" to a sound clip that lasted over a second. That is way too long. I'm thinking something along the lines of a third of a second.
Besides unit commands I think some interface commands are good. Like whenever you go into a nonstandard interface mode. So taking civ as an example you would hear a quiet sound whenever you went into the city screen, you would not hear one when leaving the city screen to go back to the main map.
Perhaps some scroll bars should have been given sounds (like the one that cycles you through cities) but not others (like the one that lists your city improvements).
As for particular battle sounds I suggest no speech, no sounds like a plane taking off, no air raid sirens, none of that stuff that you would hear in civ2. Primative warriors should have 1, maybe two sword slashes per sound you shouldn't hear the battle cries, the whinny of the horses, etc... man just thinking about this reminds me how bad civ2 is. Someone across the hall frequently plays it with the sound on and I keep hearing the chariot sound, that thing is like 3 seconds long.
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Yakopepper
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Tomball, TX USA
Aug 1999 time: 05:13
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About the music, I think(hope, if not to difficult) there should be music for each individual civ. Music that pertains to that civ. Music people associate with certain countries or cultures. This music should of course be soft on the ears and could possibly change over the ages(for certain civs). This would help capture the feeling that Im the Chinese or Japanese and since Im American and live in America its hard to get that feeling.
Also since there is little to distiguish(sp?) civs apart, this might help somewhat.
Daniel
[This message has been edited by Yakopepper (edited October 16, 1999).]
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LOGO
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Honolulu, Hawaii, United States
Aug 1999 time: 05:13
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I think there should be a lot to do with your economy, obviously during the great depresion it wasn't quite happy, even though everyone was basicly politicaly free. It should really have to do with how your people are feeling, along with how your military is doing (meaning the people might be happy from propoganda but that doesn't mean the military is really doing well) I think the social and political models should be mostly tied in on this, this could be another clue for a ruler to know that she/he is hated or adored. This may use up some CPU though...
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johnmcd
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Edinburgh
Oct 1999 time: 05:13
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Its been a while I'm afraid but I'm back.
I like the music ideas as a gauge of happiness/ diplomatic status depending what screen your on. Depending on whether or not natural disasters are still to be implemented they too could be taken into consideration. So too could climate. If for example you take your Roman settler to Iceland he might not be too happy about it. Or a Hawain would only ever be sad if there was a volcano errupting. Music could do alot to add atmosphere that the neccessarily limited graphics cannot.
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Richard Bruns
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NC, USA
Nov 1999 time: 06:13
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bump
Twinge, some simple interface and combat sounds would be good. The demo covers the Roman Empire; right now there is only one task force type unit for land and one naval unit, so we would only need a land and a sea combat sound. Maybe a sound for different models, like money when you change some economic policy.
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Twinge
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Well, you have to be careful with that. I got Civ2: ToT (Why I've been gone a while) for Christmas, and certain sounds that keep getting repeated become really annoying quick and I turn off the sound sometimes... we'll have to keep it fresh, maybe have quite a few for similar or the same activity, depending on things such as time era, tech advances, user choice, etc.
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brian32
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Nice site, Richard.
Is there a specific file type that we're planning to use, or is that open to discussion still?
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alms66
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Louisiana
Oct 1999 time: 23:13
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Hi guys,
I bought a cd today with 6000+ sound effects, and we can use them for sounds in Clash - Free of charge!! I even recognized a few from some games I previously downloaded off the Internet, such as DopeWars.
Most of them are very good quality, but some aren't. Also as was previously discussed most of the sounds are very short, so they won't be too overpowering.
The cd contains nearly any sound you can imagine. So if we can formulate a list of sounds we'd like to have, I can send them Mark's way and see if we can't get some sound FX in Clash pretty soon.
P.S. they are in .wav format
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