Golem Mancer - Music


So I've been successfully working my way through the various features I plan to add to Golom Mancer, and I finally come to the music portion. At this point I'm still undecided as to how complicated; or over complicated perhaps, I plan to make the sound system. I had several interesting concepts penciled out, but actually implementing them is another story.




One of the more clever SFX effects I wanted to add was to have some of the golems special attacks have a kind of delay in visual affect. What helped establish the size of the golems and their actual distance from the camera. Much like the T-Rex from Jurassic Park or Godzilla from...well. The sheer size and mass of the Golem walking would have a noticeable effect. In the case of my game a delayed footfall SFX and maybe a camera shake after a relevant delay.









The delay and shake would be relative to the camera scale and the golem but since these would both be know quantites they will only beed to be referenced once when establishing the system parameters.









It shouldn't be too difficult with Unity's sound engine, having pretty much all the tools I needed for delays and internal modulating clips internally. However, with the music; and by that I mean the soundtrack, I want to do something a little more elaborate. Using an underlying set of musical motifs, a single backing track would apply over all the game levels.




I took inspiration from Tarrey Town in Zelda: Breath of the Wild which assembles it's town music one layer at a time as the player completes the related quest to build the town.




Each level would use a variation of that single track, with different instruments and sound levels. I wanted the different golems to add their particular flavor to it as well, so for example, if you picked different golems an associated audio component would be attached to the soundtrack based on the golem's type. If the player deploys SOVEREIGN class there would be added light horns, the TOWER class adds xylophones, MOUNTAIN class adds drums, and so on and so on. With doubles and triples adding more robust layers of each track.




It will probably require a lot of trial and error, both in making complementing scores that match level music while not stepping over each other regardless of what combination is used. I will likely need to create and exclusion table to force out certain combinations.




Picking a formation of three WARRIOR golems would not just add three separate sets of chorals, but rather a specialized combination and it could be an Everest of a task to make anything resembling decent music.




Mechanically, it shouldn't be too, too difficult to strap together the different music tracks to run together.










What will be the real difficulty is actually building these tracks, even aiming for foundational levels of simplicity and maybe just a handful of notes in a loop, it's kind of being dozens of separate sub-tracks