Legends of Eisenwald is an original mix of RPG and strategy, with tactical turn based battles and a simple economic model. Rich possibilities of gameplay mechanics allow a player to feel being a hero of different stories ranging from treasure hunt to fighting for the throne.
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In today’s diaries using Legends of Eisenwald as an example we will try to show you the interconnection of the elements of game development, and also about the sound effects – how we record them and what should be expected as result.
Somewhere between our Kickstarter campaign and getting to Early Access it was a wonderful time for working on our game. One of the exciting tasks of that time was making sound effects. Our entire team was involved in sound sessions and besides a lot of interesting discoveries it was really fun: we put a helmet on a cabbage and tried to kill it with an axe. We made Victor (our writer) fall down in a buff coat, we recorded rasping sound of claws with help of darts, and had lots more creative ideas. All the armor and weapons we provided ourselves since our team used a bunch of LARPers in the past.
The situation changed after we released on Early Access. We decided to make the sound more professional and we had to involve more people. Our composer and sound designer Ressa hired another person for help and he started totake care of the game sound SFX. While Early Access gave us quite a bit of funds to continue development, we still couldn’t afford to get professional equipment and record sounds of historical objects, we took the sounds from the available libraries and adopted them for our animations.
At this moment in our game there are sounds of shots, swings of melee weapons and how they hit the enemy. We actively work on the second part to make sounds for drinking potions, steps, shouts and falls.
The third part will include making sounds for magic effects, spells and everything that a new particle system developed by our technical director Nikolay Armonik will give us.
Particle system is an important part of the game because it will help bring in visual effects. To record audio to visual effects that we do not see yet, don’t know how long it is and other details is just not possible. Befor particle system will be done there will be a few other steps necessary. After particle system is done our art director Dmitry Goncharov will take over who will have to analyze and document which visual SFX are possible to make with this system. After that we will turn to a designer who will create the effects and then animated effects will go to our sound designer Ressa who will organize the rest of the process.
After the biggest part of the work will be behind, Ressa will make sounds for the global map and game interface. Since the interface is not ready yet, we don’t know how the process will go.