Hi folks! Now that I've (partially) recovered my energy after development, I want to provide a perspective on game jamming from the musical end. I've done this in the last couple of jams here and here, and folks have told me they enjoyed the perspective, so I'm here to tell my story again - this time, as part of the Dicey Demons team!
(If you haven’t played yet, definitely go check it out. All of the music I talk about here is in the game, which you can find at: https://ldjam.com/events/ludum-dare/55/dicey-demons)
This game's main musical challenge: What do you do when you don't start with a vibe or a story?
In both of the previous game jams, I've had the pleasure of working with my teammates on turning a plot or a mood into a musical narrative. I've made music for traveling through space and making friends across planets, and music for hiding in the shadows as you try to escape safely. In both those jams, we had somewhat of a story or vibe built-in from the get-go that gave me a pretty clear direction to work with on the musical end.
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| *Roll dice, summon demons, and battle in Dicey Demons! * |
With Dicey Demons, our process was slightly different. This time around, initial plans around the game that we had the most clarity on were the game's systems. We wanted to build a game where you:
- Roll dice to summon demons
- Strategically upgrade your dice collection to get better chances of rolling what you need
- Battle with those demons
These directions were fantastic (and the team all did a great job to make the game feel awesome to play!) - but they didn't necessarily lead to a clear musical direction at first glance (at least, initially).
The plan: Start from what you know, and define the vision by expanding from there.
The good news was that despite uncertainty, after some good discussions with the team, I knew we would need at least three main components:
- General theme music / planning music for the phases where you weren't in battle
- Music for when you were in the battle
- Music for the shop, where you could buy / destroy dice
And of these three, that last one came with pretty well-defined art; our artist Anna (@peachy) showed me a sketch of a dice-smithing cat wearing a wide-brimmed witch hat and waiting for you to purchase some dice from the shop.
That art became the jumping-off point for my musical explorations. I decided to:
- Focus first on the shop music, which could be mostly inspired by that initial shop sketch
- Draw inspiration from parts of the shop music to incorporate into themes for the definitely-needed components
- Explore and expand from there
How it went:
Part 1: Focus first on the shop music (Rolly Rascal's Retail)
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| The shop theme goes here, when Rolly Rascal would like to sell you some dice. |
As mentioned before, this music was pretty much just summoned (get it?) from the inspiration of that one initial shop sketch. I wanted to craft a theme that was jaunty, sharp, and whimsical to reflect the shopkeeper's feline craftiness. But at the same time, I also wanted a theme that that felt cozy at the same time; the shop would be the player's main "safe-house" or "save zone", where between battles, they could reconvene with a familiar face (the shopkeep, who we later named Rolly Rascal).
The end result was Rolly Rascal's Retail (https://soundcloud.com/hanadulcet/rolly-rascals-retail-from-dicey-demons), which was the first song I completed pretty early on. The piano in this piece starts things off with the main theme, a staccato-filled and slightly wandering theme that (I hope) reflects Rolly's spry and slightly silly attitude. I also brought in some piccolo to add a slightly "military band" rigidity to remind folks of the upcoming battles (while maintaining that same sprightly energy).
But the second half of the piano part adds in that comfort that you get once you get to know the shop and its owner. It's richer, mellower, and hopes to evoke that feeling of a cozy home away from home. With an additional melodica countermelody backed up by some upright bass, the second half of the theme adds in that wistfulness that I'm hoping to evoke with the theme, in spite of the playful first half.
Part 2: Draw inspiration from parts of the shop music to incorporate into themes for the definitely-needed components
After finishing up the shop music in Ableton, I started exploring how I could take parts of the shop music and integrate them into some new ideas (for some sweet, sweet leitmotif bonus points).
And of all the components, it turned out that the piccolo was my best friend.
When writing the player's main "planning/adventuring" theme, I realized that I could draw from the "reminder of battles to come" that was part of Rolly's theme and make it the driving part of a new theme. That reminder comes in the form of a piccolo. In Rolly's theme, we have something like this in the piccolo part:
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| Rolly Rascal's Retail features this piccolo lick! |
In the main theme, I tried to run with that - using the same octave jumps, but with a brisker tempo and a slightly different melody, in the hopes of driving the player upwards and onwards. That piccolo melody in the main theme looks something like this:
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| The main theme includes similar octaves, with a different melody. |
Once I combined the piccolo with some orchestral plucks, some xylophone mallets to evoke the dice made out of "bones", and a piano part that continually reminds the player of their hopes and dreams (yet undefined at this point, but still hopes and dreams nevertheless), I ended up with Overcoming the Odds (https://soundcloud.com/hanadulcet/overcoming-the-odds-from-dicey-demons), a brisk main theme that surges the player into action!
Then, when it was time for the summoned demons to battle, it was time for maximum intensity. I brought in some taiko drum beats that marked the drama of battle, and layered deep bass and cello spiccato (rough brush stroke bowings) to puncture any foes with a beating rhythm. And of course, the piccolo provided its battle-ready octaves once again in Fighting Fearsome Foes (https://soundcloud.com/hanadulcet/fighting-fearsome-foes-from-dicey-demons):
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| The fight/battle theme brings back that same piccolo theme, in a different scale mode. |
All in all, working from the knowns and using that to develop the unknowns worked out great in creating the pieces that we knew we needed. But better yet...
Part 3: Explore and expand: sometimes, musical inspiration can help define the narrative!
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| From the code: my favorite battle phase (thanks to @ukulelefury for naming it as such). |
As I was working with all of the three themes that I knew we definitely needed, the parts inspired me to imagine: what would it look like to have a big, bad, evil guy in the game? A final boss or final challenger of sorts would be a fantastic climax - and the right music could make that final battle feel epic.
So this time, I went ahead and just made the most boss-like music I could think of, making sure to bring that piccolo part back yet again. (Thankfully, it turned out that even in high-octane rock music, filled to the brim with crunchy guitar and funky bass parts, the piccolo could still find its use!) The result was Guarding the Gambler's Gate, a rock anthem that you can reach by making it to the final round of the game (https://soundcloud.com/hanadulcet/guarding-the-gamblers-gate-from-dicey-demons).
Once I had this theme finished, this time around, rather than the music fitting the needs of the game, the music ended up pushing the boundaries of the game. With the theme in hand, I ended up working with the team to try to add in a final boss - which we, against all odds, managed to sneak into the game with only an hour left before we had to publish the game. The end result was that you get not only an epic battle theme, but a nice narrative reward for making it to the end of the game!
Conclusions after game jam #3
Yet again, I had a great time taking part in this game jam. It was definitely a challenge to work outside the bounds of a pre-defined story/narrative, but it was actually a great exercise in learning to define the direction of the music along the way as I didn't have a very specific and narrow directive in advance.
As always, big kudos to every member of the team: Diego & Diego (@diego-teran and @dgo), Natasha (@skoprimon), Anna (@peachy), Seth Johnson (@seth-johnson), and Levi (@ukulelefury). With each jam, I'm reminded of just how great it is to be able to work with these folks and make something truly cool in just 72 hours.
If you made it through all of this, thank you for reading it all! <3
Here's a trailer of the game as your reward (go play the game if you haven't!):
https://youtu.be/nRomWI3wxOg
One more thing: this time around, I got to improve music manager code for the game yet again! This game's music code will "remember" your position in the main theme whenever you leave that theme, and playback from the start of the nearest phrase just before you left the theme. This way, you don't just have to hear the beginning of the theme over and over again. I'm pretty proud of this upgrade, and I'm hoping it improves your gameplay experience with the music!