BGM Direction?

cooliticcoolitic Right behind youMembers Join Date: 2013-04-02 Member: 184609Posts: 1,684 Advanced user
What kinds of BGM do the devs plan to use?

I vote on metroid prime-like music such as:

tallon overworld depths: https://www.youtube.com/watch?v=Ak_p3Oqov08

torvus bog: https://www.youtube.com/watch?v=xUWtSrG6xKU

and torvus bog subterranean: https://www.youtube.com/watch?v=7VGuWDQBXrU

What do you guys think?
Post edited by coolitic on
When life gives you lemons, throw it back and demand chocolate.


Comments

  • BroseidonBroseidon Members Join Date: 2011-07-18 Member: 110935Posts: 136 Advanced user
    Well there is a bunch of soundtracks on the subnautica youtube channel

    So I guess they have already found the style they want to go for. But having these soundtracks on repeat can probably get annoying. So extended versions of them or maybe even if necessary make new tracks more suited for BGM.
    Me personally wouldn't mind if there was just a little BGM in Subnautica. Maybe BGM only start playing when you discover a new 'biom' or when you start moving you sub again after it have been standing still for a while. Kinda how minecraft does it. If it wasn't so that I have already grown fond of the Subnautica soundtracks i'd probably vote for something metroid-prime-ish aswell.
    Steam: Calleohr
    coolitic
  • cooliticcoolitic Right behind youMembers Join Date: 2013-04-02 Member: 184609Posts: 1,684 Advanced user
    I agree with you. Thanks for showing me that.
    When life gives you lemons, throw it back and demand chocolate.


  • Racer1Racer1 Members Join Date: 2002-11-22 Member: 9615Posts: 1,595 Advanced user
    edited February 2014
    I hope the presence (and loudness) of background music will be situational, not continuous. If you are in an area generally considered safe, the music can be cheerful and serene - reflecting the relaxed atmosphere. As you move to unknown areas, music would be quieter, but have more of a beat - to reflect a sense of purpose. When diving into dangerous areas, music would initially have scary or ominous style for a while, but fade out to nothing - to reflect of your heightened senses, and allow you to hear the slightest sounds.
  • Squeal_Like_A_PigSqueal_Like_A_Pig Janitor Members, Super Administrators, NS1 Playtester, NS2 Developer, Reinforced - Supporter, WC 2013 - Silver, Subnautica Developer Join Date: 2002-01-25 Member: 66Posts: 2,816 admin
    Racer1 wrote: »
    I hope the presence (and loudness) of background music will be situational, not continuous. If you are in an area generally considered safe, the music can be cheerful and serene - reflecting the relaxed atmosphere. As you move to unknown areas, music would be quieter, but have more of a beat - to reflect a sense of purpose. When diving into dangerous areas, music would initially have scary or ominous style for a while, but fade out to nothing - to reflect of your heightened senses, and allow you to hear the slightest sounds.
    I think you've pretty much nailed our plans for how we'd like to approach the music in the game.

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