Wesnoth Theme - Emotion music
Moderator: Forum Moderators
Re: Wesnoth Theme - Emotion music
Rain wrote:Love theme - The piece is somber. I meant for the piece to be describing a 'forbidden love' type thing, which is why it sounds a bit sobering in the earlier moments of the song, which eventually make way for a much more uplifting section - to symbolize the will to overcome all odds in pursuit of love... (and all that)
http://www.allacrost.org/staff/user/rai ... esnoth.mp3
Let me know what you guys think!

Damn!
Play Frogatto & Friends - a finished, open-source adventure game!
Re: Wesnoth Theme - Emotion music
Well, basically I can't think of any improvements, really. It's a really good piece.
However, regarding emotion music in general: if they're supposed to play occasionally during dialogue or other special scenes, I'd suggest making them start up faster. The first 50 seconds of this one for instance are rather slow and quiet, and all the memorable melodies are introduced afterwards. Regardless of whether 1) the "emotion track", once started, plays all the way to the end before switching back to the normal gameplay music or 2) it fades out when the corresponding scene ends, I'd suggest emphasizing the beginning of the tracks a bit more, since the beginning of the track is what the player will hear when the corresponding scene is actually still playing. Cutscenes which take more than 30 seconds for the player to read and click through are really rare, after all.
However, regarding emotion music in general: if they're supposed to play occasionally during dialogue or other special scenes, I'd suggest making them start up faster. The first 50 seconds of this one for instance are rather slow and quiet, and all the memorable melodies are introduced afterwards. Regardless of whether 1) the "emotion track", once started, plays all the way to the end before switching back to the normal gameplay music or 2) it fades out when the corresponding scene ends, I'd suggest emphasizing the beginning of the tracks a bit more, since the beginning of the track is what the player will hear when the corresponding scene is actually still playing. Cutscenes which take more than 30 seconds for the player to read and click through are really rare, after all.
Re: Wesnoth Theme - Emotion music
In keeping with that, shouldn't even the first like...five seconds of a track display enough to really sum up the emotion? Often, clicking through dialog, that's about all a particular emotion track would get in playtime if the scenario-coder went trigger-happy with the emotion themes.
Re: Wesnoth Theme - Emotion music
Alright then. Here's an updated piece that gets to the point much quicker. This is probably close to being a final revision, so let me know what you guys think of the sound quality and all that.
http://www.allacrost.org/staff/user/rai ... Flute2.mp3
http://www.allacrost.org/staff/user/rai ... Flute2.mp3