Monthly Blog Post
While we can’t cover every model that makes it into Skywind, we try to give you a glimpse of those that are important or interesting. One of the most recent finished model sets is a collection of clutter objects for small fishing villages, ports, and coastal areas. This includes different types of boats, debris and filth, nets, and other items that will help fill out areas. Clutter, despite being less glamorous than a soaring architectural edifice or a vicious monster, is quite important. Though often taken for granted due to their status as background elements of the game world, I can guarantee that you would notice were they absent. A player might not stop to examine a barrel and think it a magnificent piece of modeling, but these seemingly insignificant objects help fill out the environment and create the impression that you are, in fact, in a small fishing village or port. The following album is dedicated to those smaller pieces that help create the big picture.
Some of you have been asking - through our social media platforms - for an update on voice acting. While there are likely many reasons for Morrowind’s limited use of voiceovers, one was probably the enormous amount of dialogue in the game.
For those of you who might be thinking, “They’ll be cutting out massive amount of content!” or, “It’ll be way less immersive because of the missing lines!”, rest assured that such fears are unfounded. Any lines cut were mostly mere repetitions, and reactions and responses to situations outside player interaction have been increased. These include, for example, reactions when finding corpses and npc conversations, neither of which existed in Morrowind. If you feel like reading more about the way we will be handling dialogue in Skywind, take a look at last month’s blog post: https://tesrenewal.com/blog/blog-post-9#comments
So where am I going with this? Contributors have been hard at work, revamping over 40.000 lines and generating scripts for each character, and we now have over 100 assigned voice actors. Some recordings have already been completed; here they are ingame for all of you to see:
One of the less visible areas of Skywind is the music, simply because it is closer to completion than the rest of the project. The soundtrack for Skywind was composed some time ago, so there is little progress to report. We have been at somewhat of a standstill for quite a while, because we needed to work out the concept for the next step - combat music.
Now, however, the music department has resumed progress, and combat music is finally in the works. For every combat piece, there is a main track and a finale track. The first is initiated when the player engages in combat, and when combat ends the finale will play and then transition over to the atmospheric music, similar to how it worked when fighting dragons in Skyrim. So, while you are being savagely torn apart by 20 Cliff Racers, this music will be playing in the background.
That’s all we have for you this time, but be sure to check us out on social media; you might miss some progress if you don’t!
Until next time,
The Skywind Team