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Ambience


FrenchCriedRice

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Nothing Crazy, probably mentioned at some point, and I'd think sorta simple comparatively ( forgive me if I'm wrong, I'm no game dev and know only basic programming) 

However, ambient audio, like tweeting birds (the grasshoppers coming in 1.20 are cool) maybe a longer range call from animals, so,  that  animal you heard, does exists in your world but its a call or noise you can hear from farther away. (could be cool for hunting maybe?) Other bug noises, Frogs at night ( in the correct climates). Smaller simple audio stuff, as ambience imo can bring so much in making the world feel alive. Would be SUPER dope to see eventually.

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I agree. The more immersive ambiance we get the better. I am really hoping we get some crickets at night, like the upcoming grasshoppers and such. Shouldn't be too hard to add since they got the system set up. The more audio diversity we get between time of day, world location, and season, the better.
I don't think we will get any bird ambiance until we get actual physical birds in game. Which is planned as far as I can tell. I just hope we see it soon.

Distant animal calls would also be a great addition. We kinda have distant howling from wolves, but only when you are near to them. Hearing wolves, or deer calling way off in the distance could be nice, not just for ambiance, but for helpful info on your surroundings. If you hear a deer, you know you can hunt. If you hear a wolf, you know to keep an eye out, etc.

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I concur.  Tyron has said that all ambient animal sounds will be created from animals in game.  I wish he would change his mind as ambient sound without a direct source could add a LOT to the game.  OTOH it would be nice to have non-animal based ambient sounds, like a tree branch falling in forests or echoing water drops falling in pools in caves.

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Teckchnically the new critters are not animals, soo...

Kidding aside, I too hope that he either changes his mind or simply swaps some steps in the workflow of adding animals. I imagine that implementing a sound into the game attached to some trigger logic is much simpler than adding an animal, its correct behaviours, animations, sound triggers and connecting it all in a coherent manner.

Owl calls at night, or the hammering of a woodpecker, just to name two examples of the top of my head, would add so much ambience to the game.

Edited by Brady_The
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12 hours ago, Brady_The said:

Kidding aside, I too hope that he either changes his mind or simply swaps some steps in the workflow of adding animals. I imagine that implementing a sound into the game attached to some trigger logic is much simpler than adding an animal, its correct behaviours, animations, sound triggers and connecting it all in a coherent manner.

Owl calls at night, or the hammering of a woodpecker, just to name two examples of the top of my head, would add so much ambience to the game.

They could definitely add some fake ambient sounds temporarily. Then when they add in the actual animals, they could replace the fake sounds with the sounds of the new physical animals. Might be a weird moment of adjustment when they swap over, but it could alleviate some pressure to get the animals in.
Personally, I think the sooner we get physical birds, the better. They would likely have the most significant impact on ambiance and sense of life in the world.

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On 10/17/2024 at 12:46 PM, Brady_The said:

Teckchnically the new critters are not animals, soo...

Kidding aside, I too hope that he either changes his mind or simply swaps some steps in the workflow of adding animals. I imagine that implementing a sound into the game attached to some trigger logic is much simpler than adding an animal, its correct behaviours, animations, sound triggers and connecting it all in a coherent manner.

Owl calls at night, or the hammering of a woodpecker, just to name two examples of the top of my head, would add so much ambience to the game.

I feel the hardest part might be syncing the sounds in MP, as anything multiplayer is much more challenging. Something like having a friend near a deer as it makes it long range call could be a cool moment. They are right there next to it and you are 50+ Meters away but hear the same call.

   Fr though Vintage story has a CRAZY amount of potential. Really looking forward to where this game is in 3-4 yrs time 

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Just now, Maelstrom said:

In an interview about a year ago Tyron estimated the game to be about 10% complete.  😲

Having played ~100-130 or so hours modded and unmodded, I can see that being the case, the game leaves TONs of room for expansion, without the self imposed limitations like the other block game. IMO exploration, combat and technology/progression are places I love to see depth/complexity in while playing sandbox style survival games. Ambience could add a ton to the vibe of exploration. Was hoping for a mod that adds basic sounds but, one such mod doesn't seem to exist and, I'm not knowledgeable enough to create one.

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On 10/17/2024 at 11:21 AM, Maelstrom said:

I concur.  Tyron has said that all ambient animal sounds will be created from animals in game.  I wish he would change his mind as ambient sound without a direct source could add a LOT to the game.  OTOH it would be nice to have non-animal based ambient sounds, like a tree branch falling in forests or echoing water drops falling in pools in caves.

Went to close my window and saw this comment a second time, realizing how cool it could be for naturally falling trees ?   ! have ZERO idea how one would implement it but have a SUPER small chance that a tree falls when its 'chunk' is loaded could be neat. Then add in the slightly less rare falling branch, bird sounds from trees etc etc, forests would be VERY pretty both in sounds and visual designs. Would make those long hikes more interesting for sure

Edited by FrenchCriedRice
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