Who here actually listens to EvE? When you’re not blasting your dubstep to the point of neighborly annoyance, do you ever just, listen to the game? Yea… me neither. But a new Dev Blog just released may have you doing just that. I will post some highlights as well as the link to the blog itself. Perhaps this devblog is more geared towards the Roleplayers of EvE but it’s still interesting, even to those of us who are simply here to blow up pixel ships.
Completely revamped turret sounds
Last year we upgraded the turret graphics and as part of our effort to continually iterate and improve on the audiovisual experience, this release we are revamping all of the turret sounds. Not only are we changing the individual sounds, but we are also authoring them differently, so they sound better when far away. Previously, there was just one sound file representing a turret being discharged that was filtered depending on your distance. This time we have authored the close up sound and far away sound separately, crafting the sound signature of a faraway sound much better than previously with simple filters. When revamping the sounds, we strived to better capture the scale of these enormous machines of destruction and take the EVE soundscape more like naval combat and less like dogfighting or light weapon engagements.
Removing the jukebox and playing music based on where you are
This is probably the most controversial thing we are planning for this release. As part of building a cohesive experience, marrying graphics, design and sound, we want the music to play in context of where you are and what you are doing. This means separate playlists for hisec, losec and zerosec. Hisec will contain the more bright and jovial tracks for the eve soundtrack, while losec will contain the more darker tracks from the existing playlist. Zerosec and W-space will be darker and more ominous. We‘ve created new, highly atmospheric musical soundscapes (for this we invented a whole new paradigm – the so called „muscape“ J) for zerosec, that‘s partially procedurally done, with 20 base tracks that have around 500 permutations to them. Those new tracks will change and become even darker and more moody in systems that have seen a number of players ships destroyed in the last 24 hours.
Remember that this is just the first step in an ongoing development of this system. Further iterations may include radical changes – we just want to do this one step at a time.
Sound when you finish a skill or a mission
Who doesn‘t like hearing a gratifying sound after having done something really hard. Like training a skill or finishing a mission. Ok perhaps not that hard, but still, it‘s an event worthy of a signal to get that sense of accomplishment. Now a short sound will play after your skill training completed notification, and a new sound will also play when you finish a mission.
Ship sounds when ship is idle
Sometimes when music is off, and you are not really close to anything, stopping your ship results in an akward silence. We‘ve added new ship sounds, based on ship class and race, that can be heard humming gently in the background when your ship is perfectly stationary. It‘s thought of kind of like when you are completely silent in the darkest night and you hear the blood rushing through your veins and noises from your brain signals. Perhaps you don‘t. We just hear voices that whisper terrible things. Anyway, your ship now makes a sound when idle and we think it‘s pretty cool.
One of the things that came out of the roundtable sound had at the last EVE Fanfest in Reykjavik, was that stargate sounds become quite monotonous when you do a lot of travel. We went and created X variations, so that when you do that 70 jump route, there are mild differences in the sound and flavor of each jump, making those hauler runs a little more bearable.
Very often people forget to turn off the shield repairer or something else that really sucks up precious capacitor power, and when it reaches 0% it may be too late to do whatever is needed to survive. Now, when the capacitor reaches 30% you will hear a UI warning sound, allowing you to take the necessary precautions before it‘s too late
We felt that the planets should really be heard when warping up to them and so made the planet sounds that can be experienced in Planetary Interaction mode audible just by warping up to them.