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Noise / Sound overlay and reactions


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It seems odd that a duplicant will be constantly woken by someone snoring, but is not at all phased by an operating rock crusher right next to their bed.

Adding applicable noise levels to items and having duplicants react to it could add another twist to the game.  Creating a waterfall could be soothing and add to moral, for example, while the operation of machinery could subtract from it.

This could also be worked into duplicant traits.  For example, "deep sleeper" could make them immune to noise and light pollution, while "light sleeper" or "super hearing" would increase the distance you must keep between their bed and noise or light sources.  

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Loud machines, increases stress, you need ear muffs.
This could be an item which had another slot like clothes do, which dupes would automatically wear when going to work at machines.

We could also have a Dupe negative trait, Deaf, They wont hear Cycle and Schedule Alarm, so they have a random set of noise applied to their ability to keep a Schedule and are oblivious to Colony Red Alerts, ofc they cant hear snoring dupes or loud machines.
These could make a great pairing, make them sleep next to Loud Sleepers.

You could also make the Jukebot part of this, Imagine trying sleeping right next to some night shift dupes playing the Jukebot, idd be so angry.

So much can be done.

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Makes sense to have sound in the game.
Wonder how it should be implemented.
Sound waves travel through a medium, so that could affect its propagation. Vacuum shouldnt allow sound.
Critters would be cool if they could emit sounds.
Also why not a new room type, factory or something like that, where there will be a "Clock in" station where dupes equip some stuff so that sound and decor levels are less of a factor.
There is so much to be explored with sound, love the idea!
 

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AFAIK buildings already have noise parameters. Those parameters are just not used in the game. My theory is that noise pollution system was in the plans at some point of development, but later that idea was abandoned. Probably because decor system should already cover the case of placing cots near industrial machinery by decimating average decor value.

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On 10/9/2020 at 5:38 PM, Sasza22 said:

Iirc there was a noise system in the works but didn`t make it into the game as they devs didn`t have enough time to finish it. I saw some leftover stuff in the datamining thread.

According to the developers, it was abandoned because they felt the learning curve was steep enough for new players learning to manage manage food, oxygen, and other early game problems.  It's a shame, too, because it seems like noise would have been a natural fit in the game.  Plus @jambell said the noise overlay looked great and we never got to see it.  :cry:

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15 hours ago, goboking said:

According to the developers, it was abandoned because they felt the learning curve was steep enough for new players learning to manage manage food, oxygen, and other early game problems.  It's a shame, too, because it seems like noise would have been a natural fit in the game.  Plus @jambell said the noise overlay looked great and we never got to see it.  :cry:

Cant we see it?
I would love to see some concept art or dev version gameplay screenshots for things not in the game.

The devs from Warframe show such things all the time.

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