![]() So much so that they called in Peter Lund, of film company eachfilm to help them direct the game’s cinematic trailer.The game is set in the Neox Sector, a far-off part of the galaxy that is filled with warlords and mercenaries. Sci-fi cinema was always on the team’s mind. It’s the sort of dedicated approach to sound design more often used in Hollywood films. Using such considerations, you gradually approach a final sound.” “First, the energy is created, then collected, and finally, discharged, compressed through a narrow tube. Werkmeister proudly describes how a thermoblaster works: The team tried to take a ‘physical’ approach to designing weapon sounds, thinking about how each weapon would actually function. “Every single sound in the game was compiled new from a wide variety of sounds.”Įven traditional sci-fi sounds like laser fire have been built from scratch: Fishlabs sampled and distorted the sound of squealing pigs. “There are no sounds in GoF 2 that can be purchased from a library,” says Goerlich. The highly advanced Nivellians have a polished, elegant feel to their music, whereas the Midorians, a stunted Nivellian splinter group, echo the same themes but with a cramped harmonic range. They’ve used open, barely suggested harmonics to capture the feeling of possibility when exploring open space. Gero Goerlich, Fishlabs’s sound director, and Jan Werkmeister of Periscope Studios were painstakingly committed to getting each race’s music just right. Galaxy on Fire 2’s music has received the same careful treatment. In space, everyone can hear the ambient soundtrack The images below show the contrast between the curved, sleek Nivellian ships, and the boxy, functional of Terran vessels. The team clearly had great fun expressing each race’s character in their tech design. Every ship in the new Galaxy on Fire 2, however, has been individually purpose-sculpted. Memory restrictions meant that ships were previously made from pre-built ‘modules’ that often looked samey. “The characteristics of the different races, systems, planets, and characters will be better developed, so that the whole universe will have more depth and vitality.”įishlabs has redesigned all of the game’s ships, too. “That is why we work with professional authors,” says Kühl. Where mobile versions were limited to 1,000 dialogue ‘chains’ the iPhone and iPad can support reams of text, including character bios, detailed dialogue, and in-depth descriptions of technology. There’s now no limit to how much dialogue the game can handle, for example. Speaking my languageįor starters, Fishlabs abandoned Java and developed the game using C, a programming language that allows the developer to exploit the full capabilities of Apple’s devices. Although the name and essential plot details are the same, almost everything here has been redesigned from the ground up. Now, with Galaxy on Fire 2 for iPhone and iPad, Fishlabs is hoping to set the bar even higher. Galaxy on Fire and its sequel were among the most ambitious Java games ever made, both winning Pocket Gamer Gold Awards. ![]() Galaxy on Fire was originally the brainchild of developer Hans-Christian Kühl who, having worked on previous Fishlabs titles, approached the company’s owners with his idea for an open-world space game. To celebrate, we’re delving into Fishlabs’s extensive developer diaries, and taking a look behind the scenes of this landmark title. Highly anticipated space trader Galaxy on Fire 2 has now launched on the App Store.
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