s
24 Mar 2023
This demo showcases three sets of adaptive tracks that I am planning to release in an asset pack. It uses the FPS Microgame as a base for the gameplay and sound effects.
Sets can be chosen in the initial Menu, or cycled in-game using the "M" key. This demo contains the following components:
- Menu music
- Low Intensity (plays throughout)
- Melody 01 (plays in room with enemies)
- High Intensity (plays in hallway to and within boss room)
- Melody 02 (plays in boss room)
- Battle Overlay (plays whenever the player Left-Clicks, with a 5s "cooldown" delay to turn off)
Additionally, each set has an associated trailer track, and second slightly longer version of menu music.
The adaptive music system uses a set of scripts that I wrote myself, which will come with the pack. The pack will also include an FMOD project.
This demo showcases three sets of adaptive tracks that I am planning to release in an asset pack. It uses the FPS Microgame as a base for the gameplay and sound effects.
Sets can be chosen in the initial Menu, or cycled in-game using the "M" key. This demo contains the following components:
- Menu music
- Low Intensity (plays throughout)
- Melody 01 (plays in room with enemies)
- High Intensity (plays in hallway to and within boss room)
- Melody 02 (plays in boss room)
- Battle Overlay (plays whenever the player Left-Clicks, with a 5s "cooldown" delay to turn off)
Additionally, each set has an associated trailer track, and second slightly longer version of menu music.
The adaptive music system uses a set of scripts that I wrote myself, which will come with the pack. The pack will also include an FMOD project.