Identity aims for deep realism and preps gameplay videos

    
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Contemporary sandbox MMORPG Identity says that it is going to great lengths to deliver an authentic-feeling experience for its fans, which is why the team went out to a firing range to record weapon sounds and modeled ballistic physics based on real formulas for its guns.

As the team doesn’t have a sound specialist yet, a bulk of the work has come from one of the developers who simply owns a lot of guns and was game to have them recorded. The team said that these recordings are placeholders for now until they get something better.

Of course, fans don’t want to hear about weapon sounds — they want to know when they’ll finally be able to test this game. Happily, it looks like the community is about to be rewarded for its long patience: “With the Town Square development moving along, we’re not far off from showing the world real Identity gameplay! January is going to be a big month. For us in the studio, we’re excited to get our hands on a few new technology demos that might have a huge impact on Identity!”

http://www.identityrpg.com/community/topic/10568-dev-blog-013-keeping-it-real/In our most recent Developer blog, John discusses how certain aspects of Identity will exemplify a higher amount of realism than what some gamers might find themselves accustomed to. In particular, the driving and weapon systems will be as authentic as Asylum can possibly make them.Regarding weapon SFX, John suggested we perform a trial run with some of the guns he currently owns. For those unaware, he’s been shooting for approximately a year now and was curious to see what sort of quality we could obtain with the equipment already available in the office. With nothing but a tablet and blue yeti microphone, we headed out towards the local firing range.The results were… surprisingly good, given our setup. We don’t have a dedicated sound or music specialist at Asylum just yet, so our expectations were somewhat low before the endeavour. As it turns out, the handgun sounds were really close to what we were looking for, and could perhaps even be used as placeholders for the time being.Our recording session was cut short, however, as the cold weather eventually zapped the tablet battery before we could get sounds for each gun we brought (the hardware is unharmed, its charge simply depleted quickly). We’re definitely planning on heading back once the weather starts to warm up, and we’ll most certainly apply the things we’ve learned during the trial run to obtain even better sounding gunshots in the future.-B

Posted by Identity Game on Friday, 5 January 2018

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van_glorious

It’s so strange to see them make a video about this and post it. Sound libraries range from free to paid with no royalties that are excellent in quality and used by even AAA companies(free ones too). I just don’t see the point of them doing this, especially if it is just used as a placeholder.

I’m no microphone expert, but that setup seems pretty great. Strange again why they are only going to be used for placeholders.

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Alex Hyer

This game is just destined to get turned into a Twitch streamer spankfest. Then get forgotten 3 or 4 months later.

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Hikari Kenzaki

“Of course, fans don’t want to hear about weapon sounds” so much this.

With ‘amazing’ videos where they spend hours making piles of old tires and gumball machines, Identity manages to make creating a video game the most boring thing ever done by anyone.

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Melissa McDonald

you’d think there would already be a sound library for things like this? Every possible caliber?

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Zora

I’ve never got a clear grasp on how these kind of assets work in fact.

Assuming such libraries are not entirely public domain, is it customary for every company to create their own or they just purchase the rights to use existing ones from… whom exactly?

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Melissa McDonald

you can buy sound effects collections, CDs, etc., in high-quality, I’d have to assume there is a licensing option for commercial use.