Variations on a theme

Here is the first variation for the ORBITOR main theme music. The idea is to maintain a few very recognisable themes/motifs throughout the game. I've decided to keep the initial versions fairly short so I can get through as many variations as possible and have a large list to choose from and expand upon later.

I have to say I'm really enjoying the whole movie trailer style of music I've chosen for the core of the game's score. I'm having a lot of fun trying to nail that "inspirational" vibe that crafty trailer makers use to invoke emotions in a very short period. It's easy to get inspiration to write it that's for sure. There are so many trailers out there that use the kind of uplifting, motivational feel I'm going for. It's also used on a lot of "greatest moments in life" mashups/montages on tv, particularly for sport.



Spreading the love

A while ago I wrote a short bit of music for fellow indie dev company Level Machine for their WIP Blastronauts. It's a fun 4 player competitive shoot em' up.

Even though it sounds a little like a theme song for a tv show about Rednecks tearing around in a pick up truck shooting things I think it suited the game perfectly. Maybe I'll do an 8 bit version to suit the retro style of the game.

I've just re-mixed and added a piano ending for Finn to use as the new intro music for his youtube channel. Finn puts up playthroughs and gives his opinion on any games that takes his interest. 

So break out the hunting rifles, dynamite and 4x4's and go blow some shit up!




I managed to smash together a condensed version of the ORBITOR theme a few weeks ago. The idea is to string a common theme throughout the game much like they do in movies.

ORBITOR's music is based on movie trailer music. The type of heart string pulling, uplifting and epic sounding music they use to get the emotions going within a very short period of time. It's almost manipulative. It's a large part of selling a film these days. Carefully cut parts of a film to a piece of music that stirs emotion regardless of what it has to do with the film.

So I thought I'd apply the same idea throughout our game. The challenge is hitting that mark over the entirety of the game without becoming too repetitive and cheesy. There is definitely some "cheese" in this type of music and it's easy to fall into cliches and unoriginality. But hey, it actually works perfectly for what I'm trying to achieve and the feeling I'm trying to convey.

So pass the cheese please and sit back and enjoy :)


Packing parachutes.

So earlier this week, we got out of the office, to escape our computers, to get some fresh air and chill in the sun. And we let Dale, show us how to pack a parachute. As some of you might know Dale has jumped out of a plane over 700 times, he used to be a weekend skydiving tandem master. Now he is a full time indie game developer making sweet ass games and pulling all the babes. 




So the web demo has been up for a bit and we have been getting some positive feedback including a recent Playthrough on a Russian site.
We havent explained the scoring system yet so I will give you a quick overview of how it's implemented in the web demo.
- Capturing objects gives you points for the object itself and increments your multiplier combo.

- The amount of points rewarded for each object is affected by your heat, speed and energy levels.

- The faster you are going / the hotter you are / the more energy you have the more points you will receive.

- When you collide with something the combo is broken, the points are multiplied by the multiplier and added to your main score.

- 'Quants' (the glowy red and green things) give you additional points and are also included in the combo equation.

So this is the highest score I've achieved and it's about average for completing the demo in one combo.

The highest score we have seen is from Craig Brown and is very impressive. 

The web demo will be updated with the highscore table soon. Until then, if you get a higher score feel free to screencap it and send it to us, we would love to know. 

- Duncan