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[Kickstarter] Vigrior: Maneuver Warfare

  • 05-04-2012 10:14am
    #1
    Closed Accounts Posts: 1


    Greetings! My name is Nuwati. I'm a musician and sound effects artist from the USA.

    I've been studying and practicing audio production for the last 11 years, and have recently been hired to work on a project that I'd love to share with you all.

    The project's name is Vigrior!

    Vigrior is currently being developed by MercenaryGames and is in the process of acquiring funding to continue development. Here's a little about the game:


    VIGRIOR (we don't blame you if it takes a few tries to pronounce) is a multi-platform real-time strategy game with a novel gameplay mechanic. Instead of controlling manually selected groups of individual units, you'll control a customized bundle of ships that act as a single, coherent unit; a Fleet. The ships in each fleet fly synchronized with each other, each ship type with a special set of skills.
    - Vigrior kickstarter

    In other words, Vigrior aims to remove the complicated resource management and micromanagement which is normally found in games so that it can focus on what matters the most: Strategy.

    My work for Vigrior has mainly been in the soundtrack & SFX department obviously. I've recently been producing tracks for promotional videos, instrumenting atmospheric scores for game levels, and musing about concepts for alien-like sounds for versatile playback. What's been really fun about producing for Vigrior is the chance to push ideas back and forth on what things will sound like.

    For example, one of the questions that came up was: "if Vigrior is takes place in space, would we even hear sound?" Well, realistically no, but we can't just produce a silent game! To get around this, I spent time discussing the different details about the ships in the game and came up with a way to logically explain why players would be experiencing sound in space. Another question was: "How do we make our enemy ships sound massive and dangerous on all different types of speakers?" Originally, I had mainly planned to use lower tones and heavy basses to make enemy ships seem more overwhelming and powerful, but then I was (painfully) reminded that iPhones and other mobile devices were not the kind of devices which sported heavy woofers that could shake a house down. I had to start thinking in higher frequencies as well. I won't reveal what our fix was, but I will say that I may have to get my stomach pumped if accidents do occur.


    I hope you guys get a good chance to check out our game at it's official Kickstarter.com page: http://www.kickstarter.com/projects/mercenary-games/vigrior-maneuver-warfare

    please pledge <3

    Feel free to ask me any questions! I'd love to hear all your criticism and input!
    Thanks!


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