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Gilded Honor
  • Game Overview
    • Champions
      • Stats
      • Archtype
      • Abilities
      • Star Rating
      • Leveling & Experience
      • Element Type
    • Equipment Cards
    • Inventory
    • Status Effects
    • Competitive Play
      • League Battle
      • Tournament Packs - Phase 2
    • Battle System
    • Map and Formation
      • Destructibles
      • Obstacles
      • Runes
  • Gameplay Experience
    • Account Progression
    • Quest/Missions
    • BattlePass
    • Currency/Materials
    • Store/Shop
    • Gacha/Champion Summon
    • PVP
    • PVE Gameplay -WIP- Phase 2
      • Story Missions -WIP- Phase 2
      • Seasonal/Bi-Weekly Events -WIP- Phase 2
      • Mission Achievements -WIP- Phase 2
  • AI and Behaviors
    • Champion AI
    • AI Intelligence Tree
    • Equipment AI
  • Art + Sound
    • Factions Design
      • Crimson Machina
        • Scarlet
        • Elora
        • Caspian
        • Pine
        • Arabella
      • The Neon Belt
        • Nyx
        • Cipher (CyberMage)
        • Daven
        • Ava
        • Kairo
        • Nightshade (Phase 2)
      • Celestial/Noble
        • Empress
        • Moon Hare
        • Dragon Heir
        • Fan Blade Dancer
        • Drunk Traveler
      • Aridoria Kingdom -WIP-
        • Druid
        • Fionn
        • Soraya
        • Dastan
        • Zarathos
      • Quantum Armada -WIP-
        • Queen
        • Lili
    • Sound -WIP-
    • UI/UX
      • Premium Shop
      • Main Menu
      • Inventory
      • Summon Champion WIP
      • Formation WIP
      • Game Replay
      • Mail
      • Versus Pre-Match Screen
    • Map Objects
    • Runes
  • Development Cheat sheet
    • Copy of Status Effects
    • Copy of Stats
    • Test Characters
    • Equipment Card (Fables) Rules/Examples -WIP-
    • AI Tree implementation
  • Extra
    • Designer Specs
      • Champion Design Guideline
    • Social Systems -WIP- Phase 2
    • Faction Castles -WIP- Phase 2
    • Tower Challenge
  • archive
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On this page
  • Sound Types
  • Implementation
  1. Art + Sound

Sound -WIP-

Sound Types

  1. Ambient Sounds:

  • Forest Ambience: Gentle rustling leaves, distant birdsong, and flowing water to create a serene atmosphere.

  • Town Hub: Bustling market sounds, footsteps, and occasional laughter to evoke a lively town setting.

  • Cave Echoes: Dripping water, echoing footsteps, and distant wind to set the mood for mysterious caves.

  • Castle Training Yard: Metal weapons clanking and hitting wood, arrows being released and grunts and yells from soldiers training.

  1. Battle Sounds:

  • Weapon Clashes: Swords, axes, and magical staffs colliding during combat.

  • Spellcasting: Distinctive sounds for fireballs, lightning strikes, and healing spells.

  • Creature Roars: Unique growls, screeches, and roars for different enemy types.

  • Critical Hits: Intensified impact sounds when a critical hit occurs.

  • Victory Cheers: Characters celebrating after defeating enemies.

  • Champion Barks: Champions yells, grunts, and death sounds.

  1. Music:

Exploration Themes:

  • Daytime Exploration: Upbeat and adventurous music for exploring the world map.

  • Nighttime Exploration: Mysterious and calming tunes for nighttime adventures.

Battle Themes:

  • Normal Battles: Energetic orchestral music with a sense of urgency.

  • Boss Battles: Epic, intense music with powerful instrumentation.

Menu and UI Music:

  • Main Menu: Inviting and memorable theme to welcome players with foley sounds populated by objects moving in background to give a sense of a living game.

  • Character Screen: Soothing music while managing heroes with dialogue barks when champions are initially selected.

  • Shop and Upgrades: Exciting tunes for in-game purchases and upgrades. Bigger purchases should have more explosiveness.

Implementation

Sound Effects:

  • Use high-quality samples for weapon clashes, spellcasting, and creature sounds.

  • Implement positional audio to enhance realism (e.g., closer sounds for nearby enemies).

  • Vary pitch and volume based on context (e.g., louder during intense battles).

Music Integration:

  • Dynamic music system that adapts to gameplay situations (exploration, battles, victory).

  • Seamless transitions between exploration and battle themes.

  • Layered music for added depth (e.g., combining exploration and battle themes during boss fights).

User Settings:

  • Allow players to adjust sound volume, toggle specific sound types (e.g., ambient sounds), and choose from different music tracks.

  • Provide options for headphones or external speakers.

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Last updated 1 year ago