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Atonal Dreams Progress, Week ? - Weapons, Overworld, Musical Themes
4 years ago - Edited 4 years ago2,736 words
I've done a lot of different things on Atonal Dreams this week! I've added weapon functionality for Pierce and Ossoum, I've started building the island the game takes place on, and I've composed music for all four playable characters.

Back when this was still Divine Dreams, I wrote 13 back-to-back Weekly Update posts, starting with ∞ this one, where I was still calling it the 'MARDEK Reimagining' ∞ and ending with ∞ this one, where I had a demo video with all the major gameplay intact ∞.

Those were followed by a break where I focused on the Steam port of MARDEK, then several revisions to gameplay and characters before eventually I decided to make Atonal Dreams as a briefer prequel rather than locking myself into a years-long project that might not be financially successful enough to warrant it.

I'd love to be able to number these weekly progress reports for Atonal Dreams, but since much of what I'm making use of was already made months ago, I don't know what number I should be using here! Annoying.

Anyway, I've done a bunch of stuff this week!



Progress Bar


If you haven't seen it already, I've added this progress bar to both the Atonal Dreams info bit on the ∞ alorafane.com main page ∞, and to the ∞ alorafane.com/atonaldreams ∞ info page.

It's tied to a private task list thing, so it increases when I tick those off, rather than me just estimating completion. These tasks are divided into weeks, which are separated into blocks on this bar. It means that one week's bar can increase even before the previous week's fully complete. It's also why I've been wondering what week this could be numbered, since according to this, this was week 2, but obviously I didn't start from scratch at the beginning of week 1, so I don't know.

The tasks are fairly vague big-picture things though. I do have a more granular task list with extremely specific things like "use different flash colour for apathy heal skills" and "sound effects on command menu" (to use two current examples), but it's not tied to this bar. These tasks are more like "make sure the battle system fully works", so there were a couple of days at the start of this week where I was doing a lot of little tasks, but it was only once they were all done that I could tick off the remaining two for week one.

I'm a bit behind currently; ideally the second block should be filled as well by this point. But I've included a few catchup weeks in anticipation of things taking longer, so hopefully the estimate for completion won't be too far off.



Pierce's Sharp Flute




I had to finish off some basic battle animations, including attack and magic casting animations for Pierce. Originally he had a long steel spear-flute, but I wasted quite a while trying to animate a striking animation for it without success. There wasn't any way for him to hold it that would be natural for a piercing stab which would easily transition to a flute-playing animation; it's similar to issues I had with Deugan's greatshield a few months ago.

So I gave him what I feel is a more appropriate weapon anyway: a dagger flute, or 'sharp flute' as I might call it, since sharp is a musical term and, well, it's sharp.

Deciding how to animate this was a bit of a pain too. I'd assume for a dagger that it'd have a straight forward stab, but he couldn't do that with this grip, and if the grip was reversed, he couldn't use it as a flute. I went with this:



A psycho downwards stab seems more appropriate for this unhinged, villainous character, I feel!



Ossoum's Potion Spray

I also had to animate - and code the functionality for - Ossoum's weapon. This took an annoyingly long time (like a whole day), and was largely unenjoyable!



(This has been cut to show three separate non-consecutive turns.)

He can use it as a basic attack to spray out what I suppose would most sensibly be steam. He can also use his turn to load in a potion, and all subsequent turns will colour the spray with the effect of that potion, at least until you change the potion in the same way. This might need to be changed later, but that'd require additional code and/or animations.



Overworld Building

I'm designing Atonal Dreams to be fairly short, but not too short. Long enough to get lost in, not so long it overstays its welcome. Maybe a bunch of optional stuff for people who want to inhabit the world for longer. As such, it's got three major areas: an 'overworld' (that is, the island's exterior/surface), an 'underworld' (the catacombs beneath the island), and the drealm (which wouldn't work in quite the same way).

I planned the layout of the overworld this week, and started building it in my custom map editor. Here's an amazing look at how it looks in Unity's scene view:



Structurally, it's divided into 'rooms', with only those in visible range rendered; I had to stitch this image together. The player characters are dots with red lines showing the direction they're looking (they appear twice because of the stitching), so you can get an idea of the scale. I've done maybe 70-80% of the rooms, though I haven't decorated them yet, and I'll likely tweak their layout as necessary as I go on.

Also, this is likely not interesting to anyone but me, but I've altered some of the tiles, and gives the rocky cliff faces a new abstract/stylised texture:



WOW. So amazing.

Things like this do take time and thought though; as someone who makes things like this, I spend a whole lot of time ogling little details like rock faces in other games to see how they did it!



Musical Character Themes


And since that's clearly not enough for one week, I also composed three new pieces of music! I now have character themes for all four of the protagonists. (I'm not sure if I've shown Savitr's before other than on Patreon; a quick look at the blog archive suggests maybe not? It's been done for a few weeks though.)

They're each accompanied by hidden 'lyrics', which guided the composition of the melody, but which aren't actually heard, obviously (even if I could afford to hire singers, which I absolutely can't, I prefer instrumental music). These 'lyrics' take the place of the 'mottos' from Taming Dreams, as I may or may not have said before, in that they encapsulate the character's personality/drives/etc.

Here's a video:



(This has been Unlisted for days, but I've just set it to Public, so I wonder if it'll be shown to YouTube subscribers like uploading a new video would be, or not.)

Some comments about each of these themes:


Savitr

Overall, it's meant to be sombre, morose, but also glorious; an impressive but conflicted person, not a wretch.

This was my second attempt at a theme for Savitr. I don't hate the first or anything, but I feel this is more appropriate.

It's played by a violin, which is the sound his resonars make (and the instrument their playing animation is reminiscent of).

I personally like the excessive rhyming here (it surprised me how many -ight words were appropriate for the message I was trying to convey), but I get that might not be everyone's cup of tea!

"I am a knight": the seraphim aren't knights exactly, but close enough, and it rhymes. Plus he wears an AMMONITE brooch which has significance to him. A little detail that amuses me but which I don't know if anyone else would notice!

Musically, it's somewhat complex, atypical; many of the chords are altered (9th chords, 13th chords), and the primary motif makes use of an extreme seventh interval jump (to spell a 9th).

It's in Dorian mode, which I tend to use for somewhat melancholy or darkly mysterious music (though a prime example of Dorian mode is Drunken Sailor, apparently).

There's a consistent snare drum which gives a faint militaristic drive.

The B section uses the Divine Dreams theme (seen in ∞ this post ∞).

The B section is a darker contrast to the relatively lighter A section. Its climax sinks into atonality, and uses a dissonant tritone, which has a reputation as the 'devil in music'. The lyrics also clash here with the previously-excessive rhyming ('nightMARE').

I have piano versions of each of these themes, and I've been playing this one excessively. Largely because it's one of few pieces I've ever composed that I can actually play!


Collie

In contrast to the more mystical, unusual sound of Savitr's theme, Collie's is deliberately 'mundane'. The first bit uses a ∞ I-V-vi-IV chord progression ∞, which is used excessively in popular music. Unlike much of my music, it doesn't use an unusual mode; just the typical Ionian that most (modern, Western) music uses.

Despite that, though, it also uses a somewhat unusual alternating 6/8 + 3/4 rhythm (which I actually stole from the 'Bubbly' music I composed for Alora Fane: Creation years ago, which I used as a reference for the feel I wanted from this).

This is also a second attempt, though the first wasn't finished. I composed half of this a few days ago, and almost scrapped it, tried a third attempt... but found myself whistling its melody, so I decided to keep and finish it.

I transcribed Yuffie's Theme from FFVII during the composition of this, as it had a similar feel to what I wanted. Transcribing other pieces like this for inspiration is apparently a common and useful practice among composers that I don't do enough!

Its main instrument (amusingly called "DOG" in the sheet music) is the same one used in Solaar's and Glimmer's themes; technically it's called 'whistle'.

I wanted to have some notes which I wanted to tie together with continuous transitions (I think the term is pitch sliding or portamento?), but annoyingly the version of Sibelius (my composition software) that I have doesn't allow me to do that. One of few occasions where I'm limited by technology when making music! Oh well.

"...like he helped me", referring to Savitr, includes a gracefully-bowed violin, as a musical reference to both him and the tender, deep feelings of appreciation she has for him.

The contrasting B section is darker, but in a ferocious rather than sad way. It refers to her time in the Blight Wolves. "Beastly" uses a very dissonant note to express how it clashes with what she aspires towards now.

"I don't want to hurt (...) anymore": I like this held pause (one bar changes to 9/4), and can palpably feel her cringing about past mistakes. "Hurt" here is both an action and a state.

Unlike Savitr's theme, where he aspires towards atonement but has yet to find it, Collie's brief descent into darkness here immediately returns to peppy courage; a big difference between the two of them. Both have dark pasts, but he falls down into his, while she rises above hers.


Ossoum

Though Ossoum rambles, his lyrics are much briefer than the others, since the music sort of has to be slow and ponderous otherwise it wouldn't have a sorrowful feel.

Right from the opening, it draws inspiration from the beginning of Meraeador's theme in MARDEK (though it's in 4/4 while his is in 5/4). While Ossoum's not exactly based on Meraeador, his daughter is, sort of. It's complicated.

Musically, its primary motif is a two-note pair of a dissonant, atonal note which resolves to a more harmonious one. Gives an odd, somewhat goofy feel. It uses a piano and low tuba, for a depressed, silly-ish sound. Since he's based on a skeleton, of course I had to use a xylophone too.

The A section includes a couple of augmented III chords, which add to the quirky/dark feel.

While the A section is in a fairly standard D minor (Ionian), the B section begins in Lydian mode, which I've read is considered the brightest of modes. This section is actually lifted directly from an old theme I composed (but scrapped) for Meraeadyth for Taming Dreams, which I've liked for years because of its eccentric, dreamy sound.

I want Ossoum and his daughter (who I have a name for, but I'll save that for another time) to have a lullaby which he used to sing to her, and which they'd use as part of the plot to connect with one another. So while composing this piece, I was imagining that this B section could have that purpose later. "Mental metal" comes from Meraeadyth's motto in Taming Dreams, and "love you" refers to his feelings for his daughter too.

I also like the thought of this odd, depressed skeleton man having (paternal) love as a defining quality since it seems different to expectations.


Pierce

Pierce is based on Muriance, and in Divine Dreams he'd become a cult leader who's 'seen the light'. His philosophy is basically that reality is just a dream in which we're imprisoned, and by 'waking up', we could find freedom. The cult would take on a Team-Rocket-like role in Divine Dreams, as recurring enemies with their own musical theme, so I wanted this theme to later be useful as a basis for music associated with the cult.

Muriance appeared in projects before MARDEK, and I have ∞ this musical theme ∞ I composed for him way back in 2005. His theme in MARDEK was basically a revision of this. It uses a rhythmic motif of repeated notes, which this 2020 Pierce's theme makes repeated use of.

It's in what's apparently called a ∞ Double Harmonic or Byzantine scale ∞, which is typically used to give an exotic/middle eastern feel.

There are some low chords using the sitar instrument which I feel give a mystical feeling befitting a monk/spiritual cult leader. His 'sharp flute' is a piercingly high piccolo, which STABS a few times.

Instead of having contrasting A and B sections, the B section is more of an elaboration on the same idea, which builds into a crazed rant with some chaotic lyric placement: THEY are il- | - LU - sions you'll | SEE, I will | O - pen your | EYES! I will | PI- erce the | LIES! Yes! So | just fo-llow ME then you'll | SEE!

The bar starting LIES! uses a sharp-III diminished 7th chord (you know, one of those), I think, and I find it amusing for music theory reasons that the depressed Ossoum uses augmented chords while the sharp pierce uses diminished ones. Har har, so hilarious, so accessible.



I'm really happy with those musical themes, though I get the feeling that in isolation like this, they won't really be appreciated by many people. Music for games can be so powerful because it can stick with us for years afterwards, holding inside it all kinds of fond memories of immersing ourselves in the game's world, but until those memories have formed through association with gameplay, there's less to attach to, and less reason for appreciation. It's sort of sad knowing that, but oh well; maybe if people play the game and like the music, they'll feel fondly about it then.

If you're one of the few who listened to it and liked it, though, then I appreciate that!



Thanks also if you read this! These blog posts are getting lower view counts each time, though I do look forward to writing them and enjoy doing so. It's motivating to feel I need to have something to write about each week, and helps give structure which I don't get from some employer ordering me around.

Next week, I need to finish off building the overworld, then make some monsters for it!

9 COMMENTS

Maniafig222~4Y
Maybe start over with number 1? This would be the first numbered Atonal Dreams development blog then. I do enjoy reading these weekly updates!

I like the dagger flute more than the spear flute idea. Still a piercing type of weapon, and it also fits better with the whole cult motif, ritualistic daggers and whatnot. Ritual daggers tend to be plunged into things with forceful downward stabs too!

Oh, you can also see people's runes and stats in that GIF. Makes sense that Pierce would start with a high amount of Dark, but I'm surprised Ossoum does not! There's also at least one person for every one of the six runes. I'm surprised Pierce is j though!

I'd assumed that the loaded potion would carry over between battles! Does leveling up the skill increase the amount of uses per loaded potion?

The character themes video did show up in my subscription feed!

Would Savitr's online handle be AMMOKNITE?

Interesting, I've used the Bubbly music, but I didn't recognize the influence. Now we just wait for the Goblins theme-inspired character theme.

Hurt's a fun word with how it can both be used for delivering or receiving hurt. It's an ambiguity I'd had fun with with some of my own stuff.

I am curious why Ossoum's DD Meraeadyth's father, rather than an analogue of her actual father in TD. Wonder whether the game will hint at it or not.

I didn't actually make the connection to Muriance's theme before, but it's quite clear now!

I like the music! I look forward to hearing in play in the game, since that's indeed where the closeness of connections comes from!
3
Tobias 1115~4Y
Looking at past posts, the one where I first described Atonal Dreams as a decided-on-idea - [LINK] - was 7 weeks ago (god, that long??). But I set up this roadmap such that last week was the first with tasks included, hmm...

Maybe I should add some completed tasks to that so it covers the previous 7 weeks, and this would be week 7 or 8 or something? I'll think about it! I think saying this would be week 1 would be too inaccurate though!

Ritual daggers! I meant to mention those as an inspiration, since they were a big one!

Most of the stats and runes etc are temporary and messed up at the moment; the light and dark stats are way too high, so casting spells deals hundreds of damage while physical attacks deal like 10. I need to devote some time to sorting them out!

I think a few characters have changed from the runes I initially imagined! Pierce seems maybe too highly-strung to be j, and Collie should be more F rather than t (which I think you mentioned before)!

The loaded potions definitely don't carry over between battles; that'd be way too overpowered, I think! I'll likely have to tweak how Ossoum works once there's more actual gameplay though.

Ossoum's family situation is somewhat complicated, but hopefully that should be explored and explained at least a bit in Atonal Dreams!

I'm glad to hear you like the music! It's definitely one of the bits I care about the most.
3
snipo1019~4Y
Nice job on the character themes. They capture the characters' visual designs quite well. Your lyrical method is great for making catchy melodies!

I'm still pretty new to learning modes in my own journey as a (very amateur) composer, and I often don't know what to do with them, so the fact that you make them feel so natural and seamless is enviable. I didn't notice that you rarely use non-modal scales until recently (when you released those videos with the sheet music/comments for Divine Dreams).

For Savitr, the glorious bit comes through really well for me; the snare gives it a small amount of structure, but not enough for me to call it militaristic. I like how pensive it sounds. The B section is a nice callback to the menu theme (is Atonal Dreams going to have the same menu theme?)

Collie's theme appeals to me about as much as her character does - not at all - but I think that's fine, personally. I didn't much like Yuffie either, and not every character can be everyone's cup of tea. Those bubbly personality types have never appeared much to me because they feel fake and shallow. I remember feeling similarly about Vivace's theme (though even she felt a bit more... mature?). The dog whistle in Solaar's theme makes me smile whenever I hear it, and I'm glad you brought it back.

My favorite parts of Ossoum's theme are the sudden pauses. It's a very quiet piece, and it's easy to slip into the background when you're listening to it. But then the pause reminds you that it's there. The xylophone does a great job of being a moving part, which the piece needs. It's not as memorable as the other pieces, due to not having as outgoing of a melody. But it certainly is distinct compared to the other themes, which I like.

I never really saw the parallel between Muriance and Pierce, visually or in dialogue. But in their music it's unmistakable, with that dotted eighth note rhythm. All it's missing are the bongos! It's funny that you mention the LIES line with the diminished seventh chord. I think it has a great intensity and height to it combined with the piccolo, and it's at that point in the song that we get a glimpse of how unhinged Pierce can be. I'm excited to see where this character goes and what role he in particular plays in the story, since he seems to fit in the least with the rest in terms of personality.



3
kasheeste2133~4Y
Personal question... have you ever considered pausing the whole making games and instead looked into becoming a professional game-musician? (that's surely a thing?) Your compositions have always been amazing and it really seems to be one of the aspects you most enjoy.
3
Tobias 1115~4Y
I've considered it! Not as something I'd drop everything to do now, but as an option if this path doesn't lead me anywhere.

There are a few reasons I'd be reluctant though. I like composing music like this which is for things that I've made, but I'd be less interested in composing for something I didn't make or feel a connection with. I also feel that people who devote their lives to music tend to have more musical backgrounds, like they can play instruments, joined a band (either school band or with their friends) in their teens, things like that. They also use software I've never used, and like modern genres more than I do.

I did compose for a game my ex-girlfriend made (Vulpin Adventure), and I did enjoy that and was proud of the results. Working with someone I was close to was very different to working with a stranger though.

I appreciate that you think I have enough skill that I could do that though!!
3
Dingding32167~4Y
The pieces are really interesting, especially because I never paid much attention to them before. I can't follow all of the music theory but the results are striking and portray very different personalities which fit with what I know of the characters, and have that recurrence that is typical of game music in my head. Very cool!
1
mount201046~4Y
You *have* shown Savitr's theme - on Atonal Dream's page!

Just noting, but this "one character = one instrument" idea is also used in Don't Starve Together - where characters (and the things they "say") are "voiced" by instruments (rather than actual voice acting - example: [LINK] You can use this idea too, I think - using the instruments that represent the characters to make sound effects such as "turning dark" (going to the other side), and death sounds (rather than one generic death sound).
2
LevProtter42~4Y
I quite like the style you've achieved, really solid.
1
StrangeHawk6~4Y
It's been a little while since I've come in to read up on the blogs since I got busy with other stuff. Right before the rename to Atonal Dreams, based on scanning the posts quickly? But I am absolutely amazed at how much progress you've made! Even though I know it's still early on, I'm already super excited to give it a go.

As for the music, it definitely feels like it fits what I understand about each character's personality! And in the case of Ossoum and Pierce, I actually listened to the music before going back and reading some earlier posts to read up on them more. I can't really comment on any of the musical theory, but I can definitely "feel" the lyrics in the music.

There's not much I can offer in the way of constructive criticism especially with my somewhat inconsistent visits, but I look forward to being able to follow everything as you progress!
2
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