Monday, December 21, 2009

Foley for people who suck at sound

Oh look, a blog post! Gosh, it's been a while. Must have something to do with me changing this to an Official Dev Blog (TM) and then not doing any significant game creation for a good two months. Holy crap, I've been a naughty boy.

So anyway, I've been working on a little something called ArGeeBee for Game.Dev's comp 24. It's nothing much, but I'm quite proud of the ad-hoc sound effects that I've made for it. Why? Well, because I'm about as amateur as one gets when it comes to working with audio. I've taken a radio course and done my own fiddling about, sure, but aside from knowing how to hold a microphone and pressing the "record" button, I can't exactly say that I'm an experienced sound engineer.

Fortunately, one doesn't need to be a pro to make a delightful range of sound effects for videogames -- I do it all the time using a technique known as foley.

Foley is better known as the art of grabbing everyday objects and banging them near the microphone. It's used by professionals all over the world in a variety of fields, but few people realise that it's pretty easy to do at an amateur level too. Here's a few examples of how I made some pretty exotic sounds with some very rudimentary techniques and household objects. The results aren't studio quality, but they're a damn fine alternative to relying on your "1001 Free Sound Effects" CD.

Don't forget to grab my game if you wanna hear these noises in action. Because hearing them would be half the point, duh. Oh, and I edited most of my sounds using the basic options in Audacity. You should get it and learn to use it. You can still get quite far without knowing any funny sound jargon.

Now, on to some examples:

1) If you want to sound like something, grab that something

Enough ice to choke a polar bear.

One of the characters in my game has the ability to lay mines that can trap enemies in ice. I think the resulting sound is still my favourite effect in the project because, well, it was so damn simple. I needed a crackling-icy-freezy noise, so I looked inside my fridge, found a bag of ice and played about with it near the microphone. Afterwards, I cropped the recording to the bit that I wanted and with no further editing had a sound effect ready to inject into my game. Totally freaking awesome, right?

2) If you don't have something, grab something else


I don't own a Zippo, but I thought it would make for a sexy picture.

In situations where you need to use a jetpack, but don't happen to have one lying around (where do all those jetpacks go, anyway? They're like lost socks in the wash), there's still hope. Instead of going to the bother of borrowing a friend's jetpack for the weekend, I simply consider what else sounds like a small combustion chamber and throw that in instead. And that's how I turned to the jetpack's humble little brother: the humble lighter. A nice one, mind you -- mini-blowtorch style. In what's probably a very irresponsible move (kids, don't try this at home) I used one to light a coal by my (cheap) PC mic and got a pretty acceptable burst of "jet noise". After a bit of editing to make it sound sci-fi (just flanging the hell out of it, really), it was ready for game use.

Of course, I could also have simulated the noise using something else:

3) Blah blah blah ...

DISCLAIMER: Not my mouth.

Pretty much every other sound effect that you'll hear in ArGeeBee emerged as a product of Tongues 'n Teeth Incorporated: home-brewed and packed with lots of love, squirrels and other fluffy things. Those high-pitched voice clips are obvious enough (DISCLAIMER 2: Not my original voice), but everything else I got across just by making an approximation with my mouth and then fiddling with (literally) random filters until I got a sound I liked.

Given all of the above situations, I now ask myself three questions.

How was my expertise? Laughable.
How satisfactory were the results? Passable.
How fun was it making my own sounds compared to picking through a minefield of free sound libraries? Dear reader, it was enough fun to kill a whale.


On a final note: I'm not a professional foley artist. Heck, I'm not a professional when it comes to any form of audio. As a matter of fact, I probably even got the definition for foley wrong. But, you know, doing stuff this way is still pretty damn fun. If you're hopeless with sound like me, give this easier stuff a whirl to whet your appetite, even if you initially make someone's ears bleed.

Monday, September 28, 2009

Game update, travel update

Oh man, it's a busy Monday. I've just released a game patch for Onslaught of the Electric Zombies, have tried in vain to pay proper attention to various writing commitments, and am now preparing for an overnight bus trip to the noisy ol' province of Gauteng. While I'm no stranger to such journeys (heck, I got pretty deep about them once), I still can't say that I'm looking forward to it.

I obviously need to train up more and get a taste for travel again. Being lame and nest-ish in Grahamstown has its perks, but I'm steadily losing my vagabond mentality. A pity. Maybe hitting the rAge expo this weekend will do something for me.

Hawright!

For those of you who aren't familiar with rAge: well, it's a bloody big game/tech expo -- at least by South African standards. Fancy overseas buggers may be taking a freaking slice out of the moon to hold their own showfloors, but I don't really care as long as I'm surrounded with bright lights, loud noises and lots of like-minded people. Which kinda describes the average student party except for the fact that people aren't, you know, fall-on-your-face drunk. It's quite novel in that respect.

I'll try write a bit more about rAge if I have the time: it's starting this Friday and lasts for three days, so I'm quite sure that something newsworthy can come out of it. At the very least, I'll have an opportunity to flog my- OH YES, GAME UPDATE BY THE WAY! ONSLAUGHT OF THE ELECTRIC ZOMBIES NOW HAS A GLOBAL LEADERBOARD! Check it out now and upload your scores: if you get to the top of the leaderboard, everybody will think you're totally awesome and stuff.

This guy is riding a freaking dragon, and even he isn't as awesome as you are.

Unfortunately, that's all I can afford to write for now: my remaining time in Grahamstown is ticking down, and I don't really think that I'll be able to get everything done in time if I spend too long on this blog post.

Cheers for now. And try my game if you haven't done so already.

Thursday, September 24, 2009

Liberation!

See this? This is the INTERNET:

Sneaky advertising, free of charge.

The reason why I find this so special is because one of my regular Grahamstown haunts, Cow Moon Theory, has just gotten itself some sexy wireless access, meaning that I don't have to rely on my bloody unreliable cellphone to get basic chores done. Makes a nice change.

Sorry, Mr Cellphone.

No longer do I have to crumple my face when somebody sends me a paltry 5 megabyte file. No longer am I doomed to turning down Gtalk links just because they happen to be made of videofailure. No longer am I forced to wake up horrifically early (read: pre-noon) every single Tuesday just so that I can make sure a tiny article submission gets uploaded to my editors over at NAG Online without the file mysteriously breaking down and flipping me the bird halfway through.

Seriously, that damn process has taken HOURS sometimes.

Of course, there's a flipside: if I screw up from now on, I probably won't be allowed to blame my cellphone connection. A pity, but it's a sacrifice that I'm willing to make in interest of totally sweet Internetlands.

Kinda hoping that this new development sticks. It's pretty novel being allowed to enable browser pictures again ...

Monday, September 21, 2009

Onslaught of the Electric Zombies: RELEASED!

Hey, remember that post I made a few weeks ago before disappearing? It had something to do with zombies and videogames and crap, and I was muttering a bunch of excited things about finishing it off and updating my blog more often and stuff.

Well, hey, I wasn't lying:

My artist pushes this sort of thing pixel by pixel. He's clinically insane.

So yeah. The game's out of the door, and due to certain marketing obligations, I pretty much HAVE to update this blog regularly again. A good excuse to get into writing again: I've been in a bit of a work rut these past few weeks. Cool game project aside, of course.

For those of you not in the loop: Onslaught of the Electric Zombies is a bit of a cross between Roguelikes and Minesweeper. A typical game session consists of a randomly generated 'dungeon' (16 levels deep) which you have to navigate in the same way that one would typically solve a Minesweeper board. The difference here is that you actually have to fight monsters, manage health, pick up items and level up skills in good ol' RPG fashion.

It's really fun. You should try it.

Head on over to this page for the game download. I hope y'all find it fun: I also hope that you decide to go off and show it to all your friends (though not me, because I kinda already know about it and stuff).

Post some high scores if you want: I'm keen to hear what people think of this little bugger!

Also: this is my 100th blog post! This calls for a celebration.

TOGA PARTY!

I'm off to find a pizza and eat it. Laters, fellow people!

Wednesday, August 26, 2009

WIP: Onslaught of the Electric Zombies

Hey all, I'd like to introduce you to something I've been working on recently:

Hey thar!

So after a couple years of designing (hopefully) fun little games and occasionally embarking on more ambitious projects (Variance is still in a sort of long-term development thingie, for those who are wondering), I've decided to finally settle down and actually make something properly. Not something to just show my friends, not a proof of concept, not a 48-hour prototyping proggie: I mean a complete and marketable game from beginning to end, giving myself a dev time of roughly two months.

Meet Onslaught of the Electric Zombies, a work in progress.

Flashier than most of my projects, thanks to actually having an artist on board.

This game means a few things for me. First of all, it's going to serve as proof that I can make a complete and polished product to show to the masses. Goodness knows that I've heard derisive comments about gaming journalists before (usually from those who don't really understand what good journalism actually entails) so I'm kinda keen to show people that I'm more than happy to walk the walk.

Secondly, I've recently been snagged by the gnarly roots of the "serious" game development mindset. While it's certainly useful from a professional standpoint, I really don't want to lose touch with the simple hobbyist joy of creating something fun for people to play. It's for this reason that the project is small and will most likely be distributed as freeware.

Because, well, screw it -- I've never really wanted game development to be a job. I've always just wanted to make fun shit for people to play. And this shit is going to be fun. Or maybe just shitty. I don't know which one yet.

Of course, that's where you step in, oh Hero of the Internets. If you like the idea of combining Minesweeper with RPG dungeon-crawly elements and have decided to ignore the recently called-for moratorium on all zombie-themed games for the next two years (seriously, it's about as cliché as you can get), then do me a huge favour: download this itty-bitty bugger, give it some play time and leave me your comments. It's still a work in progress and rather malleable at this point, so feedback is going to be pretty damn useful and I may just reward you all with icecream.

Maybe.

Give it a shot and let me know what you think. I'm already trying to harvest some developer input from the NAG Online/Game.Dev forum and will probably be slapping this in a few other places afterwards. I just think that, being my personal blog, this would be a great place to put up a game that all of my buddies can have a gander at.

Peace out, and don't let the electric zombies eat your brains. Or batteries. What the hell does a creature like that usually go for anyway?