Creating Adaptive Music in The Time Traveler's Garden
https://youtu.be/bu3SDMLRP88
Something that I'm particularly proud of in our game is the music. Which is a little bit funny, because I honestly didn't think we'd be able to implement music at all, having no dedicated audio people on the team.
Even though I didn't think music was going to happen, I did have some ideas in the back of my mind throughout the jam. But my role was artist, and there was no shortage of 3D-modeling and animating to do.
Music in the eleventh hour
For some context, our game takes place in two time periods: the present time and the apocalyptic future. Originally, I thought about having a happy-go-lucky italian kitchen kinda tune playing in the present and then some sort of darker, intense, distorted, heavy-metal-esque version of the same tune playing in the future. By the time we were just 2 hours away from the deadline, I decided to take a stab at some music.
Pivoting for time
If I was going to have any hope of creating 2 tracks in 2 hours, I knew I'd have to pivot a bit. Rather than going with the sort of italian kitchen vibe, I decided to go with a ukulele-focused track, since I have a plugin that allows me to use a strumming mode where you can essentially just have a strumming pattern in the piano roll by alternating between 2 keys on the piano with the right hand and then have having chord changes assigned to keys in the left hand. So I went with a sort of kickstarter-music type tune with a simple glockenspiel melody, a shaker, and a tambourine.
Dead simple, really silly. This would be the music that plays in the present time period.
Last minute addition
People who know me well know that I'm a chronic whistler. It's just my way of connecting with music. So I decided to run downstairs to a quiet room and record a whistling track of the melody to play in unison with the glockenspiel. And with that, the music for the present time was complete!
Here's what it looks like in Logic Pro with a single repeat
But even this simple 24-bar loop took me an entire hour, so with just one hour left, I knew didn't have time to pull off anything substantial for a post-apocalyptic version of the track and still have time to implement it before the deadline.
Then I had an epiphany. I could just isolate the whistling track and then apply a gratuitous amount of reverb for a really ominous, creepy vibe. Combining that with the low frequency hum that our programmer Dan had already implemented into the sound design of the future environment, it really came together into a somewhat-polished package! Obviously the music is nothing to write home about, but the implementation far exceeds my initial expectations of what I thought we'd accomplish.
Takeaways
In hindsight, I think it would've been preferable for us to have prioritized sound a lot earlier in the process. Our game could really do with some more audio feedback particularly in the combat department. But sometimes dire circumstances lead to clever solutions.
You can hear more of the music by playing The Time Traveler's Garden!


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The player’s goal is to roll around and collect food for yourself. With what you collect, you can buy different upgrades. After a while, the hedgehog turns into a food-collecting machine:-)
Come play and check it out:
https://ldjam.com/events/ludum-dare/52/rollin


