UGC Mission Design

Reply

Level 1

Level 1
wreck_em
Posts: 60
Registered: ‎12-06-2011
Message 1 of 5 (85 Views)

Need tips/help with a mission

[ Edited ]

I am writing down the script for my next mission [coz am not at home and also so that don't waste time in editor] and need some help with music. 

 

This mission is going to be a rather atmospheric one, with hardly any combat. I am trying to capture the feeling I had when I first played Resident Evil [the original one], which was also my first PS1 game, so that should give you an idea.

 

Can anyone suggest which of the music pieces will suit following scenarios:

 

1. Dark gloomy atmosphere when player is just walking around looking for something.

2. Tense music coz some threat is nearby but player isn't aware where.

3. Sad music, the one that plays during THAT part of Evil Ending.

 

Also, how long do you think I shold keep a mission with almost ZERO combat? The premise is that Cole has lost all his powers, so he can't fight when enemies show up, only run with QTE.

Please use plain text.

Re: Need tips/help with a mission

This is something I think most people overlook in their missions. My process is to wait to put the music in after I have finished with all the other logic. A lot of options here, default music, no music and 22 others. I don't really remember them all, but one of the ones you might like is "Cypress". When you put down a music logic box it plays the music you select, so just sample them as you go.

 

I know that is not the exact answer you were looking for but I think most of the music will work for what you have in mind. There are only a few high tempo music selections. The rest seem to be a slower tempo in a minor key. You can also adjust the tension setting on the music to give you more options.

 

As for the length of the mission, I prefer longer missions, as long as the player feels he's progressing and not just doing the same thing over and over.

Please use plain text.

Level 1

Level 1
PoHaEiFor
Posts: 29
Registered: ‎23-06-2011
Message 3 of 5 (56 Views)

Re: Need tips/help with a mission

If I may ask, how are you setting up the quick time events?

 

I am simply having a difficult time deciphering how one would go about that, is all... at best, I can imagine a sequence wherein you have to jump at specific times, and if not, then you lose; but then making sure that its apparent at what point they need to jump and why becomes an issue...

 

Just curious, is all. No worries if you still want that to be kept secret.

Please use plain text.

Re: Need tips/help with a mission

I'd love to help here. I've thought about using music in my UGC too. But honestly, as a deaf guy, I haven't really messed with it at all.

Please use plain text.

Level 1

Level 1
wreck_em
Posts: 60
Registered: ‎12-06-2011
Message 5 of 5 (32 Views)

Re: Need tips/help with a mission

PoHaEiFor: Do you remember the Microwave Hallway from MGS4? The way it is currently setup, TRIANGLE is only button available. I'll be setting it up so one has to mash TRIANGLE to run and faster you mash "Faster" you run. How I plan to do that? Waypoints with Cole set to walk, Cole set to run when player presses TRIANGLE but not for long. Those 2-3 set in a loop of sorts. Still working out the works.

e-flat: Music is key part of any narrative experience. I decided to go for a mostly scripted mission so I could "edit" it to a particular music. I tried it with my N.M. Noire but realized people prefer the option to press TRIANGLE for briefs than wait a particular duration. Currently am kinda backed up at work, not to mention working on my HARD playthrough, but will start working on it soon. Just keep an ear out for any specific piece that catches your fancy.

zAnxiety: I'm kinda tone-deaf, so have almost always struggled with editing to music.
Please use plain text.