05-05-2015, 12:46 PM
We've started adding ambient noises — but not just at random; we wanted them to reflect the current state and contents of your city.
So, each city part generates its own noises, positioned correctly in 3D space relative to the camera. So, if your colony is empty, you won't hear anything (though we're hoping to get some crickets chirping now and then in this case). But as you add buildings, farms, trees, etc., you'll start to hear all sorts of things — birds, chickens, dogs barking, industrial hum of the air regulator, etc. And as you move the camera around, different sounds come in and out depending on what's in view and how far away it is.
Sadly, a text post doesn't really give the flavor of it, and a screen shot would be even more useless! So I guess you'll have to wait for 0.16, which we'll get out as soon as we can... probably in a couple more weeks.
Best,
- Joe
So, each city part generates its own noises, positioned correctly in 3D space relative to the camera. So, if your colony is empty, you won't hear anything (though we're hoping to get some crickets chirping now and then in this case). But as you add buildings, farms, trees, etc., you'll start to hear all sorts of things — birds, chickens, dogs barking, industrial hum of the air regulator, etc. And as you move the camera around, different sounds come in and out depending on what's in view and how far away it is.
Sadly, a text post doesn't really give the flavor of it, and a screen shot would be even more useless! So I guess you'll have to wait for 0.16, which we'll get out as soon as we can... probably in a couple more weeks.
Best,
- Joe
Joe Strout
Lead Developer, High Frontier