New Gameplay Video, Dev Diary

Post » Mon Jul 26, 2010 6:29 am

This morning we have a http://brinkthegame.com/community/blogs/detail/?id=6 from audio director Chris Sweetman. Accompanying the diary is a http://bethblog.com/index.php/2011/01/20/brink-dev-diary-5-chris-sweetman-on-audio-design/ titled "A Choir of Guns" (an appropriate title after you read Chris' diary).

Enjoy!
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chloe hampson
 
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Post » Sun Jul 25, 2010 8:28 pm

I was already trying to post this. :D

And new series of dev diaries as well, very nice. Thanks for the heads-up.
Will they be released weekly again?

SPOILER ALERT:

Spoiler
You could see an explosion at the founders tower at the end

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luis ortiz
 
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Post » Mon Jul 26, 2010 12:59 am

Holy [censored] D:

Tons a' new guns and customization
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James Baldwin
 
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Post » Sun Jul 25, 2010 6:33 pm

Thanks to both of you. It was awesome.
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Natalie J Webster
 
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Post » Sun Jul 25, 2010 5:16 pm

I'm really looking forward to the soundscape of the game now. Glad I just bought a Soundcard, so I can put all the settings to max.
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CArla HOlbert
 
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Post » Mon Jul 26, 2010 4:59 am

I noticed one thing.. When he is customizing that assault rifle with scopes, I can see a ''GreenEye Scope'', is this a hint that they might just be early access? (The Attachments and Guns from the Psycho/Spec Ops Pack)

Also, I really like the voices
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LuCY sCoTT
 
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Post » Sun Jul 25, 2010 7:50 pm

The guns sound amazing and the reason they do is because of his genius approach to the playing of the sound. I don't know if any of you program but basically what he's doing is instead of having the code "emulate" the machine gun effect it's kind of like a guy playing a record automatically and then stopping precisely instead of it being a program in which it's just a condensed watered down version of the sound.

That's why pistol sounds usually sound better in games. Until you shoot them really really fast. Like faster then the programmers figured you'd fire them. I wonder how that'll be handled?
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Pixie
 
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Post » Mon Jul 26, 2010 6:58 am

The guns sound amazing and the reason they do is because of his genius approach to the playing of the sound. I don't know if any of you program but basically what he's doing is instead of having the code "emulate" the machine gun effect it's kind of like a guy playing a record automatically and then stopping precisely instead of it being a program in which it's just a condensed watered down version of the sound.

That's why pistol sounds usually sound better in games. Until you shoot them really really fast. Like faster then the programmers figured you'd fire them. I wonder how that'll be handled?


From what I gathered the gun starts with same noise every time and the middle pieces are somewhat randomly generated. In other words there's different pitches/tones to each bullet being fired and they change every time. When the gun winds down and you stop firing the same ending sound is played every time.
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Harry-James Payne
 
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Post » Mon Jul 26, 2010 4:31 am

From what I gathered the gun starts with same noise every time and the middle pieces are somewhat randomly generated. In other words there's different pitches/tones to each bullet being fired and they change every time. When the gun winds down and you stop firing the same ending sound is played every time.


Well that's just freaking brilliant. A lot of games lose sound quality because they are stacking the same sound on top of itself and that's why you lose clarity.
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Andrew Perry
 
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Post » Sun Jul 25, 2010 8:19 pm

Also.. Can one modify a gun so it does'nt make any damage at all? Or am I seeing this wrong? :P (Full Red Bar)

Looks like we found our sniper scope, folks!

- Snoop-R Scope (lol)

In this video it also seems like we will get loads of skins for our clothing, and our guns, just check all that [censored] out

Second Edit:

I can't see no crosshairs for when not hard-aiming, may God help us all

.. this could work out pretty nicely
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Laura Shipley
 
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Post » Sun Jul 25, 2010 10:31 pm

I noticed one thing.. When he is customizing that assault rifle with scopes, I can see a ''GreenEye Scope'', is this a hint that they might just be early access? (The Attachments and Guns from the Psycho/Spec Ops Pack)

Also, I really like the voices

For testing purposes, they have every attachment unlocked. If they couldn't use the pre-order items, how would they be able to bug test them? Having the scope there doesn't mean anything one way or the other.
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Nienna garcia
 
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Post » Mon Jul 26, 2010 2:12 am

For testing purposes, they have every attachment unlocked. If they couldn't use the pre-order items, how would they be able to bug test them? Having the scope there doesn't mean anything one way or the other.


That was my second thought, was gonna write it down in the post, but deleted it :l
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Laura Shipley
 
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Post » Mon Jul 26, 2010 6:55 am

Also.. Can one modify a gun so it does'nt make any damage at all? Or am I seeing this wrong? :P (Full Red Bar)

Probably not, would be pointless :P

Looks like we found our sniper scope, folks!

- Snoop-R Scope (lol)

In this video it also seems like we will get loads of skins for our clothing, and our guns, just check all that [censored] out

Things reminds me of RTCW's Snooper rifle :D

Second Edit:

I can't see no crosshairs for when not hard-aiming, may God help us all

.. this could work out pretty nicely

Probably because they turned off the entire HUD ;)
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Theodore Walling
 
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Post » Mon Jul 26, 2010 3:49 am

Well that's just freaking brilliant. A lot of games lose sound quality because they are stacking the same sound on top of itself and that's why you lose clarity.


"-The Start is the initial attack; it’s the first shot fired and this sample always stays the same.
-The Middles are the tiny sections of each shot firing, broken up into pieces.
-The Ends are the tails of the final shot in a burst; like the Starts, these samples always stay the same.

Using clever code magic, the game checks if the player is firing at any given time and dynamically assembles the firing sound from the above elements. This playback method allows for an incredible amount of variation because we can dynamically assemble the Middles on the fly from our sample pool. It also retains any inherent mistiming in the source recordings, adding to the authenticity of the sound."

He explains it better than me :/
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Lisa Robb
 
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Post » Mon Jul 26, 2010 8:59 am

This was by far my favorite Dev. Diary. Absolutely brilliant. I saw tons of blood too :hubbahubba:
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Pawel Platek
 
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Post » Sun Jul 25, 2010 8:56 pm

Probably not, would be pointless :P


Yeah, I know, or maybe.. a.. A SCAREGUN? Or not, but why is the bar full red then? :/ I sure could use some filling here :P

Things reminds me of RTCW's Snooper rifle :D


I think we've just found a easter egg, Dys :P

Probably because they turned off the entire HUD ;)


Oohh...
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lillian luna
 
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Post » Mon Jul 26, 2010 12:29 am

This was by far my favorite Dev. Diary. Absolutely brilliant. I saw tons of blood too :hubbahubba:


When I saw the blood, all I could think of was red paint :P
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Samantha Pattison
 
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Post » Sun Jul 25, 2010 6:06 pm

Thanks for the video. Made my morning.
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MARLON JOHNSON
 
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Post » Sun Jul 25, 2010 5:56 pm

Thanks for the video. Made my morning.


Only your morning?
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Melanie
 
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Post » Mon Jul 26, 2010 7:48 am

This needs to stay on the front page for atleast a day, I will bump this [censored] with all my might so people can see it

BY THE POWER OF SONY ERICSSON, BE BUMPED!
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Lil Miss
 
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Post » Mon Jul 26, 2010 1:51 am

Only your morning?


OK. My afternoon also. I'll keep you posted throughout the day.
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Rex Help
 
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Post » Mon Jul 26, 2010 12:32 am

The visual style looks awesome, as does the customization. But they don't seem powerful enough. The huge guns are just like.. weak..
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Claire Jackson
 
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Post » Mon Jul 26, 2010 3:22 am

Also.. Can one modify a gun so it does'nt make any damage at all? Or am I seeing this wrong? :P (Full Red Bar)


At 0:30, it shows a pistol and its stats - the damage has been reduced to zero.
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Damian Parsons
 
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Post » Mon Jul 26, 2010 1:29 am

That is pretty awesome.
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Matthew Barrows
 
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Post » Sun Jul 25, 2010 6:21 pm

At 0:30, it shows a pistol and its stats - the damage has been reduced to zero.


But why can you make a gun that's reduces damage to zero? :l
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N3T4
 
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