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Ufo Sfx Requirements


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#1 LfO

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Posted 19 July 2006 - 09:46 AM

I plan to continue periodically proposing this type of requirement for various parts of the SFX asset list. I think it will help to give the SND a sense of direction - as it is, the list is very vague. The alien requirements are just about approved, so here's the next installment.

This is intended to cover all of the types of sounds that UFO components make. I'm fairly certain there are more objects found in UFOs than I've listed, so please post them along with your comments.

--------------------------------------
The following sounds will differ for each class of UFO:

Xenium Reactor - since the different reactors represent variants on one piece of technology, one SND member should develop these as a set, for the sake of consistency. One loopable sample should be created for each UFO class. Concept work has been done in http://www.xcomufo.c...?showtopic=8250
* Probe
* Recon
* Escort
* Juggernaut
* Intimidator
* Reaper
* Alien Freighter
* Collector


The following items represent common/modular components, and will trigger the same sound sample in any UFO. Each item may be developed independently. The required number of variants is specified below.

Activated:
External UFO Door (6)
Internal UFO Door (6)
Elevator (6)

Persistent:
Navigation (10)
Food (10)
Entertainment (10)
Operating Table (10)
???
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#2 Mad

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Posted 19 July 2006 - 11:02 AM

Do we need sounds for flying UFOs? Like for interception or when you zoom in closely on a UFO on the Planetview?
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#3 LfO

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Posted 19 July 2006 - 11:35 AM

I thought a bit about that, but decided its a seperate issue. The SFX Assets list is currently divided into Planetscape and Battlescape, and this requirement only covers the Battlescape part.

If we do want to have intercept sounds for the UFOs (I don't think X-Com did, and if we going to maintain the "commanding from base" dialog for interception, I don't know if we want to), we may want to integrate the same reactor sounds into them. In that case, I think we should try to get the reactor sounds done in the near future. But that's a prioritization issue, not a requirements issue.
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#4 LfO

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Posted 19 July 2006 - 12:17 PM

I found the names of all UFO components over in the CTD workshop, and have changed that list accordingly. I'm a bit confused, though - there are two medical-type entires:
Biological Research Room and Alien Medical Room - the only object that I recall from the game is the operating table with the cow. Was there another? Also, what are those red glowing cyliners with round ends and blue pipes?

--------------------------------------
The following sounds will differ for each class of UFO:

Xenium Reactor - since the different reactors represent variants on one piece of technology, one SND member should develop these as a set, for the sake of consistency. One loopable sample should be created for each UFO class. Concept work has been done in http://www.xcomufo.c...?showtopic=8250
* Probe
* Recon
* Escort
* Juggernaut
* Intimidator
* Reaper
* Alien Freighter
* Collector


The following items represent common/modular components, and will trigger the same sound sample in any UFO. Each item may be developed independently. The required number of variants is specified below.

Activated:
External UFO Door (6)
Internal UFO Door (6)
Elevator (6)

Persistent:
Alien Navigation System (10)
Alien Nutrients (10)
Alien Recreation (10)
Alien Medical Room (10)
Biological Research Room (10)

Edited by LfO, 24 July 2006 - 10:06 AM.

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#5 LfO

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Posted 24 July 2006 - 10:13 AM

I'm still wondering what we're calling these things (or what X-Com called them), assuming we're going to include something like them:

One in each wing:
http://www.xcomufo.c...ufo-terror.html

The 2nd floor room on the left is full of them:
http://www.xcomufo.c...battleship.html
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#6 red knight

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Posted 24 July 2006 - 08:57 PM

Mad, your call there..

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#7 Mad

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Posted 25 July 2006 - 12:18 AM

Mad, your call there..

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Yea, I was afraid you might say that. Still working on it. Actually these buddys don't seem to have a real purpose. Maybe Zombie does something I don't know. Otherwis we could leave them out for now and add them later as energy couplings or sth. like this.

Edit: Energy couplings for one reason: They just would need to do a nice "hummm" - I think that might be pretty easy to add later, or am I wrong? On the other hand, in Battleships there is a room full of these things. A room filled with energy couplings? hmmm... Well, maybe Zombiewill shed some light on this, let's wait for his response.

Edited by Mad, 25 July 2006 - 01:08 AM.

Keep smiling while dying

Of course I have gone mad with power! It would be completely ridiculous to go mad without power!
And no, this is not a quote from the Simpson's movie, I want it on paper, that I actually wrote that quite some time before the movie came out.

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#8 LfO

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Posted 25 July 2006 - 07:32 AM

If they're really just decorative, we should probably ignore them for now (I can leave a "to be expanded" note on the requirement).

Designing the inside of the UFOs seems like a seperate project. SND can respond to whatever ART or the UFO design team comes up with, when that work is done.
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#9 Zombie

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Posted 25 July 2006 - 10:33 PM

Yea, I was afraid you might say that. Still working on it. Actually these buddys don't seem to have a real purpose. Maybe Zombie does something I don't know. Otherwis we could leave them out for now and add them later as energy couplings or sth. like this.

Edit: Energy couplings for one reason: They just would need to do a nice "hummm" - I think that might be pretty easy to add later, or am I wrong? On the other hand, in Battleships there is a room full of these things. A room filled with energy couplings? hmmm... Well, maybe Zombie will shed some light on this, let's wait for his response.

Those structures are called U_Pods in the original game. They serve no real purpose except for perhaps exploding when shot at. The explosion does cause damage, but it mostly affects alien units for some strange reason. I used to call them "Plasma Transfer Conduits" like in Star Trek, because that is what their role seemed to be: transfer power to different parts of the UFO. Whatever you call them, we can take some creative license in using them in the structure of a Xeno UFO. ;)

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#10 LfO

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Posted 27 July 2006 - 01:06 PM

Last call for comments!

If there are no objections within 3 days (midday, June 30) I'll publish this to the Wiki.
--------------------------------------
The following sounds will differ for each class of UFO:

Xenium Reactor - since the different reactors represent variants on one piece of technology, one SND member should develop these as a set, for the sake of consistency. One loopable sample should be created for each UFO class. Concept work has been done in http://www.xcomufo.c...?showtopic=8250
* Probe
* Recon
* Escort
* Juggernaut
* Intimidator
* Reaper
* Alien Freighter
* Collector


The following items represent common/modular components, and will trigger the same sound sample in any UFO. Each item may be developed independently. The required number of variants is specified below.

Activated:
External UFO Door (6)
Internal UFO Door (6)
Elevator (6)

Persistent:
Alien Navigation System (10)
Alien Nutrients (10)
Alien Recreation (10)
Alien Medical Room (10)
Biological Research Room (10)

Note: This list may be expanded as the AWD and others design Battleview versions of specific UFOs.

Edited by LfO, 27 July 2006 - 01:07 PM.

Oscillators make my world...um...oscillate...