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Topic: Ideas for Immersion

After the latest 4k grass update, I'm blown away, Faldon looks like a whole new game! And I'm thinking it would be cool to include other immersive things such as perhaps the sound of a player's footsteps through that grass, or upon a dirt path, or upon a stone path, or the sound of your character trudging through water. Be it their own footsteps or perhaps even the footsteps of others if possible (excluding stealthed players), or even sounds of nature such as birds, crickets, etc... basically what project zomboid does in their wilderness areas.

Where there is running water, sfx of it would be immersive too, doesn't have to be overkill (that would be obnoxious) just enough to simulate water when your character is right up upon it: something like a shallow stream going over the river rocks, waterfalls would be a separate sound. And more of a beach sound for larger bodies of water.

Random wind noises would be cool as well, while you're out on the open map, the sound of a random breeze through trees or leaves (I know most trees are pine, but it would still be pretty cool).

Whenever a player comes near to a torch, a crackling sound, when the player is close to a swaying lantern, a very subtle squeak that occurs every now and then(otherwise it's going to be annoying if it's too loud or if the sound radius is too large)

And in indoor places, or dungeon like places, more horror like ambience would be suitable. If anyone has ever played the game Darkwood, that's basically what I'm suggesting - at night time in that game when you get raided, there's this subtle spookiness about the ambience as darkness surrounds you, the sound of the floor creaking beneath your feet stands out, the sound of footsteps outside... with a dungeon it could be the sound of water leaking into it, dripping, a wind noise that howls subtly through its hallways (darkwood has sounds for this in their caves, giving them a sort of "cold" and dark sound) the echo of your footsteps off of the stone walls of the dungeon, etc. Check out what darkwood does with its sound it's probably the best thing about that particular game, something worth gleaning from.

That's a bunch of detail, it would not be a walk in the park adding things such as this, but if you do, this game would be transformed even more. Sound is very important, if it weren't for it in games like Project Zomboid or Darkwood which are not that all that graphically impressive, no one would ever play those games. Sounds like these make games come alive.

Last edited by *~-.-~* (October 10th, 2024 10:29 PM)

Matt 25:31-46

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Re: Ideas for Immersion

Here's two Darkwood examples of tunnels/cave like ambience, creature noise would also a pretty cool thing to add.
Mine like environment:
https://youtu.be/agcgd_vSUyc?feature=shared&t=14
Tunnel/cave environment:
https://youtu.be/IyCsJrOxnD8?feature=shared&t=15

EDIT: here's an example of PZ's sounds of nature/footsteps/fishing/fire
https://www.youtube.com/watch?v=apYy4EYblP8

Last edited by *~-.-~* (October 11th, 2024 12:38 AM)

Matt 25:31-46

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Re: Ideas for Immersion

Thanks for the post Squiggly Character Face,

This is a good description & reminder of the potential. I'd say that there's definitely a desire to implement a more rich soundscape as you describe. But maybe not a prioritized focus at the moment. There's currently support for parts of it, but would need some changes to do all of this. Added sound effects to item pickup & drop is supported, but we ought to add more diverse and specific sounds for item drop/pickup. We have support for looping sound effects based on placed wall tile art, for instance you'll probably notice the fountain making water tickle noise, or a campfire crackling. It definitely adds to the immersion & interactivity when you can hear a player nearby open a door, drop a pile of items, and generally just hearing things like forest sounds, water sounds, creepy unidentifiable dungeon sounds and such.

Some things I'd recommend for supporting a more rich sound experience:

  • Map & sector based sound settings & modifiers - For instance, in a cave or inclosed space adding reverb to all sounds really has a nice effect, as demoed in your dark wood video.

  • Time modifiers - you may want to have a different set of sounds at night vs day.

  • Sound effect sets & variables - instead of a sound triggering "play sound 1, either immediately or on a loop", have the ability to "randomly play sound 1,2,3, or 4 every 3-15 seconds". Not sure if that makes sense, but some way to reduce the repetitive and predictableness

  • Creature agro, fleeing, and idle sounds - Again as shown in that dark wood video, whena wolf sees you and goes agro that sound is a nice indication that you've alerted it. Idle sounds could be really annoying though as I've experienced first hand in 1000s of hours gaming haha. So definitely should have some variables setting as described above.

  • More sound triggers that add to the multiplayer experience - as you said, footsteps are a nice touch if implemented correctly. Also other actions like consuming a potion, or eating food. More actions effecting the game and other players the better.