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05. Audio Bible
Below is shown, all the audio that is implemented during the development of FF Dawn of Ivalice, in which comes from the audio used on Final Fantasy Tactics Advance, our base game. So the style of the audio is based on the ambience of Ivalice world, with fictitious medieval and fantasy theme touches that produce a sense of nostalgia corresponding to the time of the gameboy advance.
There is part of the audio extracted from FF Tactics, a neighbor of the game in which we start, whose sound effects correspond to the dungeon thematic we want to generate in our game, so we will also start from the audio style of Final Fatasy Tactics
It should be emphasized that this document will be modified since during the game development process will be implemented new audios created or extracted from FFTA
The references used are mainly from our original FF Tactics Advance game, where we have extracted the most of audio. Also FF Tactics game has to be mentioned since whose audio, especially the sound effects, have also been extracted given its attractive ambience that we want to give to our own game.
the sounds at environmental level will be reproducing constantly generating a progressive tension as the player advances within each respective dungeon. When the camera performs movements to produce a trembling effect, cohesive sounds with these events will act to generate a better experience for the player.
Actions such as running, hitting certain objects, opening doors, etc. will be accompanied by sounds that will improve the player's immersion in the theme of our game. For us, this type of environmental sounds are very important in the field of usability and playability and we do not focus on them.
The characters will also reproduce sounds according to their state in which they are, their voices, and according to the actions they perform in the game.
The enemies will have their own sound of voice, noise or corresponding onomatopoeia that will bring personality and character.
In this case, especially with the basic enemies, we will not dedicate so much time to him in his audio but with the most important enemies or bosses, we will implement a set of sounds and noises according to the abilities and movements that have to express to the player a greater difficulty. .
Finally, and precisely the most important thing for us and that more has to dedicate more time is in the sounds of impact effects during battles.
Since the differentiating mechanics of our game and the one that will provide fun in terms of gameplay is focused on the battles, it is extremely important that the images that are played when the character is wounded, or use a spell or any related action are followed by a cohesive sound to provoke the player the greatest sensation of power and freedom .
We will mainly use a style of music focused on a medieval / fantasy theme with characteristics based on the classic games of dungeons whose tracks give goosebumps to the spectator given their level of tension they can cause.
These soundtrack will be played throughout the gameplay and the theme will change depending on the type of scene in which the player is, either in the main menu, in the main hall, dungeons, etc.
The music will also be subject to changes according to the event in which the player is, that is, if he is saved, if he is in danger of dying, if he is fighting, if he is speaking with an NPC, etc.
During the cutscenes or moments in which the player must interact with any npc that is found, voices or onomatopeia sounds will be reproduced according to the type of npc and its animic state. If he is happy he will play laughs, if he is afraid, he will play screaming sounds, etc.
This is a topic that we are still in the process of implementing since we have thought that certain important characters have their own voices, which means recording voices of other people to implement them in the game.
It is worth mentioning that the weapons and skills of the characters and enemies will have their own animation sounds in order to generate a realistic sensation in the player. It is one of the points that we will also prioritize during the process of game development.
Normally a point that by far is forgotten but for us it is very important is all the sound effects reproduced by the user interface.
Clear examples are the sounds that generate the interaction with the buttons, game controls, inventory, pickups of objects, pickups of hailidades, sliders, open or close elements ui as the pause menu, etc. We value these types of sounds because without them the sense of usability in the player may decrease.
As previously mentioned, this is a living document subject to possible changes and the addition of new audiovisual content during the development process of our game Final Fantasy Dwan of Ivalice.
Therefore, in this section we will discuss all the changes at audio level that the game has been submitted for which it has had to adapt to ensure the best possible cognitive user experience.
This is the audio list which sorting our sounds and themes by the following assortments:
Theme | Name | Event |
---|---|---|
FFDI_Theme_01 | Vanishing world | Main Menu |
FFDI_Theme_02 | Marche | Provisional |
FFDI_Theme_03 | Ritz | Provisional |
FFDI_Theme_04 | Amber Valley | Provisional |
FFDI_Theme_05 | Different World Ivalice | Provisional |
FFDI_Theme_06 | Incarnation | Boss |
FFDI_Theme_07 | Sleep of defeat | End Level |
FFDI_Theme_08 | Magic beast farm | Provisional |
FFDI_Theme_09 | Mewt | Level Music |
FFDI_Theme_10 | Fulfilled Dream | Provisional |
FFDI_Theme_11 | Gathering allies | Hall |
FFDI_Theme_12 | Surpassing the wall | Provisional |
FFDI_Theme_13 | Mysterious shop | Provisional |
FFDI_Theme_14 | Prison | Level Music |
FFDI_Theme_15 | Teach me Mont Blanc | Provisional |
FFDI_Theme_16 | At the bar | Provisional |
FFDI_Theme_17 | Battle of hope | Provisional |
FFDI_Theme_18 | Painfull Battle | Provisional |
FFDI_Theme_19 | The Road We Aim For | Provisional |
FFDI_Theme_20 | Unavoidable Destiny | End Game |
SFX | Name |
---|---|
FFDI_SFX_1 | Boss ability |
FFDI_SFX_2 | Exploding |
FFDI_SFX_3 | Thunder bolt |
FFDI_SFX_4 | Confirm selection |
FFDI_SFX_5 | Confirm selection2 |
FFDI_SFX_6 | Invalid |
FFDI_SFX_7 | Equip |
FFDI_SFX_8 | Punch |
FFDI_SFX_9 | Punch2 |
FFDI_SFX_10 | Sword |
FFDI_SFX_11 | Sword swing |
FFDI_SFX_12 | Sword swing 2 |
FFDI_SFX_13 | Blocked arrow |
FFDI_SFX_14 | Hit |
FFDI_SFX_15 | Hit2 |
FFDI_SFX_16 | Open/Close door |
FFDI_SFX_17 | Land on water |
FFDI_SFX_18 | UI buy |
FFDI_SFX_19 | Hit3 |
FFDI_SFX_20 | Exit ui elements |
FFDI_SFX_21 | Buy |
FFDI_SFX_22 | Door level pull |
FFDI_SFX_23 | Rith/Sarah death |
FFDI_SFX_24 | Footsteps scared |
FFDI_SFX_25 | Monster death |
FFDI_SFX_26 | Inventory selection |
FFDI_SFX_27 | Wistle NPC |
FFDI_SFX_28 | Locked door |
FFDI_SFX_29 | Hit4 |
FFDI_SFX_30 | Arrow ability |
FFDI_SFX_31 | Enemy strike |
FFDI_SFX_32 | Sword sound |
FFDI_SFX_33 | Sword block |
FFDI_SFX_34 | Chuching bells |
FFDI_SFX_35 | Dungeon sound |
FFDI_SFX_36 | Arrow |
FFDI_SFX_37 | Healhing Point |
FFDI_SFX_38 | Text typing |
FFDI_SFX_39 | Blocked |
FFDI_SFX_40 | Marche death |
FFDI_SFX_41 | Player damage |
FFDI_SFX_42 | Enemy flan attack |
FFDI_SFX_43 | Magic Barrer |
FFDI_SFX_44 | Abiility learned |
FFDI_SFX_45 | Ambiental dungeon sound |
FFDI_SFX_46 | Ultra healing |
FFDI_SFX_47 | Impact |
FFDI_SFX_48 | Impact2 |
FFDI_SFX_49 | Impact3 |
FFDI_SFX_50 | Level up |
FFDI_SFX_51 | Cure |
FFDI_SFX_52 | Fire |
FFDI_SFX_53 | Mage ability hit |
FFDI_SFX_54 | Potion |
FFDI_SFX_55 | Level up2 |
FFDI_SFX_56 | Ability |
FFDI_SFX_57 | Game over sound |
FFDI_SFX_58 | Melee ability |
FFDI_SFX_59 | Trap |
FFDI_SFX_60 | Ability hit |
To be commented and recorded
In this section we will expose the rules of use and production of our art for all members of the team.
We are going to use .wav format for SFX and .ogg format fo the music itself as soundtracks and themes of our game.
At the moment, we will use a simple naming convention to work in the most efficient and effective way possible since we had extracted a lot of sound effects which are difficult to sorting and classifying to be used.
That said, each audio should be named first by the name of our game (FFDI), then by the type of audio (music or sfx) and finally by a number that sorts them.
In addition, the directory of folders will be divided according to the type of audio for a better working methodology
Example: ../audio/SFX/FFDI_SFX_01
We will use mainly Reaper player for creating, editing or cutting any audio that will be ued in our game. In addition, we will use audio format converters for all the audio extracted from other games like FF Tactics
You can check all the game art assets in the following folder
The folder will be updated as new assets are extracted or created during the whole development process.
Disclaimer: We do not intend to take profit of any kind out of this project. The name of Final Fantasy and the assets that we took as reference belongs to its respective owner. This is a students project for educational purposes only.