Figure 2A surreal and musical adventure into the human mind, we wanted to make it as impactful as possible in terms of sound design and music. One approach is to incorporate it into the game environment. You do this by placing light bulbs that flash to the beat of the music, bridges made of piano keys that play when you walk on them, bosses that sing their own theme songs during battle, and music that changes and reflects your surroundings depending on your location. This sequel follows the same protagonist, Dusty, the courage of the heart, on a journey deep into the subconscious.
To make the surroundings more in tune with the universe, we analyzed the background music by finding the loudest parts of the audio track. Then use that audio clip’s data in a variety of ways, such as animating objects or playing sound effects. In the photo above you can see his two trees with hanging lights called coco bulbs. These coco valves flash whenever a certain volume of the background track is reached. This is indicated by the green triangle in the image below and is called a peak. This makes the world dance and move to the beat of the music.
Another part of Figment’s design where the music department found room for further experimentation was combat encounters in general. Certain enemies have their own music layer that is added to the already playing (base) battle music. It also attacks on different beats and different bars.
Figure 2 There’s an all-new cast of enemies. One is a light attacker who charges frequently, and the other is a heavy attacker who has a large attack power that lasts for a period of invulnerability, a long range immobile turret, and a high damage attack.
This is where the combat choreographer was born. This tool is a tool that allows you to bring all your enemies from a certain location and tell them when to attack. The tool takes into account the number of each type, what happens when that number goes low or high, and can also change the “rhythm” of the attack when those values change.
Enemies will then attack in sync with the playing track. Light enemies can attack more often, while larger enemies can attack on more significant beats, such as the first beat of each bar, to have a greater impact on their role in combat.
This tool allowed us to sync enemies into combat more efficiently and give the player a sense of flow when entering combat. You can have new enemies attack Dusty, or even have the same enemies chase you over and over if it fits the tune.
These new tools and comprehensive game design implementations have resulted in several new concepts for boss fights. We wanted these encounters to be epic scenarios like David vs. Goliath. A nightmare takes center stage, revealing itself through changes in scenery and music.
Nightmares physically appear in the mind. You’re brave enough to defend it, so you’ll have to face the nightmare through battles and puzzles to figure out why it appeared. In this case, the clown symbolizes the fear that responsibility piles up and can no longer be released. In fighting them, he uses Oddballs, small spheres that protect him from attacks, but can also be used to attack Dusty.
I’ve run into situations where enemies and levels affect the shape of the music. But here music and game design forced each other. The first fight with the Jester has the Oddballs slowly moving around them, allowing them to deploy and attack at key moments in the song.like all of Figure 2, they also move and bounce in sync with the rhythm of the world. Further down the road, in another encounter, the Jester will play a new song with a different rhythm as the story evolves further. And Oddballs’ old design didn’t work anymore. This new song was much faster paced and angrier, so I had to come up with a mechanic to reflect that.
In the encounter below, the design team came up with the idea that the Jester could “shoot” the oddball that once protected him. He is more angry and looser in his fighting style. So I had to come up with another way to express it. Thus, like six shots from a revolver, the Jester shoots down Oddballs.
every part Figure 2The world of is musically attuned to its surroundings.We hope you enjoy playing Figure 2: Creed Valley Coming to Game Pass on July 20th, we hope we can save The Mind from a nightmare that wreaks havoc.
Figure 2: Creed Valley
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Figure 2: Creed Valley is an action-adventure game set in the human mind. A nightmare spreads chaos and overruns a once-peaceful land. Join Dusty, the courage of The Mind, and overcome puzzles, musical boss battles, and unique environments. Face your fears head-on. A nightmare has shattered the moral compass and prevented The Mind from functioning properly. Dusty and his ever-optimistic sidekick Piper must travel to Creed Valley, where the ideals of The Mind are being shaped, to restore peace. A journey full of musical confrontations and mind-bending puzzles awaits.