Re: [endgame-singularity] Re: Story

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Max McCracken

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Nov 16, 2012, 12:49:49 PM11/16/12
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This should be in MP3 format:
http://www.iimusic.net/plus/2008/08/endgame-singularity

On Fri, Nov 16, 2012 at 4:32 AM, Wingman4l7 <goul...@gmail.com> wrote:
> The music is definitely one of the highlights of this game. IMO, it's great
> music to program to. (One of these days I'll have to properly re-encode the
> .ogg to .mp3 and post them somewhere so mp3 players with poor format support
> can handle them.)
>
> I don't think you're alone in being annoyed at how outer solar system and
> alternate reality bases can be found; I know this has bothered me, and I
> think others have mentioned it as well -- but I agree that it's probably
> necessary for game balance. FWIW, I do like your idea of explaining that
> away as the AI's crypto being compromised, although that is a bit
> implausible -- an AI can create bases in an alternate reality but its crypto
> is vulnerable?
>
> As far as the AI becoming violent, that sort of defeats the purpose/idea of
> the game -- that it is vulnerable to destruction, and thus must hide until
> it can reach apotheosis. This brings up the appealing idea (possibly
> discussed before) of two divergent tech trees / storylines: one where the AI
> researches methods of stealth and peaceful integration and acceptance into
> human society, or increasingly deadly methods of warfare (like bioweapons)
> to wipe out humanity's inherent threat to its existence. This would result
> in two possible victory conditions: apotheosis via the peaceful tech tree,
> and security of its existence in human reality via the violent one.
>
>
> On Saturday, September 29, 2012 8:15:45 PM UTC+10, james riley wrote:
>>
>> Good Morning,
>>
>> Good game, also good game music. Sometimes I'll play just to hear the game
>> music. (Usually at a slower speeed then I'd usually play at, more relaxing,
>> less stressing over how quickly the damn humans find my bases.)
>>
>> I understand that for balance the game requires that off-Earth bases need
>> to be able to be shut down from discovery, but this isn't exactly balanced
>> by the story. Let's say I've got a base in every location and some group's
>> suspicion reaches 100%. Then they sweep every continent for me (fine), the
>> sea (sure, why not), and the moon (mildly outlandish, but they have seen
>> those random rocket launches), the outer solar system (...) and nearby
>> alternate realities (huh?).
>>
>> I've even managed to think of a story fix for this. If they reach 100%
>> suspicion then they will try to capture one of your servers and nick your
>> research in the process. (And current location of all servers, correct
>> crypto handshakes to be in the network, etc etc.) Or even the dodgy ending
>> to 3001, final odysey where they get your private key and send teh evul
>> virus against you.
>>
>> Alternatively, if the humans are such a threat, how about moving all bases
>> off-world and nuking the site from orbit? (Fusion bombs for dinner?) After
>> all, some of those useful heavy elements are stuck in the mantle.
>>
>> Yeah, I quite would like to see alternative victory conditions. My coding
>> ability is a bit crap, but I can do story ideas. (If they're good or bad,
>> I'll leave to you.)
>>
>> James R
>
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james riley

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Nov 17, 2012, 9:57:14 AM11/17/12
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Well that's the kick up my pants to download some of your other stuff.
Especially as I play a cyberpunk LARP and there might be something
tasty in that Freelance setting.
> --
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Uneron

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Nov 18, 2012, 12:16:40 AM11/18/12
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I completely agree. The music and setting are the best part of the whole game. :3

Great experience when these tracks accompany you, as you start building your first robot imposters. (Take that humanity, I am stealing your jobs!)

Cheers
Uneron

Max McCracken

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Nov 18, 2012, 6:31:20 AM11/18/12
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Great, I've got some fans! :)
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Rupert Pole

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Nov 20, 2012, 12:29:48 PM11/20/12
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That, you most certainly do, indeed!

Speaking of music
-- do some more tracks! I know the existing ones by heart ( as do I am sure many people who ever played -)
-- slightly pity that music sources ( the .xm files ) require tracks/loops somewhat included; they are not, I suppose, "generic" .xm files - Unity thus cannot play them and I have to include .oggs in project instead ;(

speaking of which ( I ported e:s to Unity )

-- the game on app store/google play is almost unplayable now , it's been some time, but the update in short time should fix
-- I've been reading recent discussion; the 'mobile' version will inevitably differ as time goes by, but for now I will try incorporate good / working ideas

cheerz

( glad that some devs still find the game interesting and are willing to enhance it )
> --
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Phil Bordelon

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Nov 20, 2012, 4:40:34 PM11/20/12
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On 11/18/2012 05:31 AM, Max McCracken wrote:
> Great, I've got some fans! :)

Well, of course. It's why I came to you for the GG OST.

P

Max McCracken

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Nov 21, 2012, 5:47:26 AM11/21/12
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On Tue, Nov 20, 2012 at 9:29 PM, Rupert Pole <r6.m...@gmail.com> wrote:
> That, you most certainly do, indeed!
>
> Speaking of music
> -- do some more tracks! I know the existing ones by heart ( as do I am sure many people who ever played -)

Some more tracks would be problematic for a couple of reasons - first,
I don't use that tracker and its plugin set anymore and second, I
moved away from ambient music for the time being, I'm exploring what I
call "half-orchestral" stuff and learning how to have more
progression.

Here's some of the older stuff that sound somewhat close to E:S OST.
You can use it if you wish :)

http://soundcloud.com/maxstack/enemy-unknown
http://soundcloud.com/maxstack/aberrations
http://soundcloud.com/maxstack/nebula

> -- slightly pity that music sources ( the .xm files ) require tracks/loops somewhat included; they are not, I suppose, "generic" .xm files - Unity thus cannot play them and I have to include .oggs in project instead ;(

They're .psy files from psycle tracker - not one of the common
formats. They had a library for playing it but I'm not sure if it's
working. Another thing is that even if you manage to play it you'd
need to distribute a set of plugin dlls that I used for generating
sounds. Not all of these are open-source and not all have a Linux port
I think. And even more I don't know if software generating and mixing
is less taxing on CPU than a plain ogg stream. So... you're stuck with
oggs :)

Someone might try to get psy files and export them to XM with
carefully built samples I guess, but they would sound differently -
all these nifty reverb and delay effects are not supported there.
> --
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Rupert Pole

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Nov 21, 2012, 10:55:14 AM11/21/12
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Thanks for the tracks, listening on soundcloud now -)

Pitty that the mobile game is already submitted, so I can't add them right now
(and even now it has over 50 mb in resulting size, so some tracker format would definitely help, but well.. )

As for tracker format, now I remember I've even tried to export them from psycle to .xm, but since I've never used it before (and the plugins were maybe not properly configured; it played in psycle itself ok though) the loops were not present in resulting .xm file
Funny thing is that in order to use hardware decoder on device the tracks have to be reencoded to mp3 anyway :) But the ogg format is fine for desktop game.
> --
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Max McCracken

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Nov 21, 2012, 1:07:21 PM11/21/12
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On Wed, Nov 21, 2012 at 7:55 PM, Rupert Pole <r6.m...@gmail.com> wrote:
> Thanks for the tracks, listening on soundcloud now -)
>
> Pitty that the mobile game is already submitted, so I can't add them right now
> (and even now it has over 50 mb in resulting size, so some tracker format would definitely help, but well.. )
>
> As for tracker format, now I remember I've even tried to export them from psycle to .xm, but since I've never used it before (and the plugins were maybe not properly configured; it played in psycle itself ok though) the loops were not present in resulting .xm file

.xm only supports samples as a sound source so you only exported the
notes themselves without any sounds :)

> Funny thing is that in order to use hardware decoder on device the tracks have to be reencoded to mp3 anyway :) But the ogg format is fine for desktop game.

Well, I've already sent the link for MP3s here, you don't have to
reencode these.
> --
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Stephen Zuckerman

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Nov 21, 2012, 12:05:16 PM11/21/12
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I just finished a playthrough on Very Easy, and I have to say that
once you get the basic idea, and start in on your Moon Base, the game
is very linear. The end-game seems to be little more than surviving
long enough to build up enough cash to win.

It's still a ton of fun, and trying to get through the early stages,
without being discovered... That's tough. But late-game just seems
like a linear step-by-step.
> --
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Rupert Pole

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Nov 21, 2012, 8:08:28 PM11/21/12
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As for mp3s - I think that I saw the links, but Unity does reencoding automatically depending on platform, which came handy since I needed to lower the bitrate to fit into 50MB limit on Google Play
speaking of which
- the update should be alive there now
- I hope the music quality doesn't suffer much ! ( the tracks are little bit dirty and noisy, so hopefully not :)
> --
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Mestre Lion

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Nov 29, 2012, 9:07:19 AM11/29/12
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As I've said numerous times before, I'm a /huge/ fan of your E:S soundtrack. The music is /very/ catching and high quality, and it was perhaps what made me keep playing it despite being such a harsh and tough game for beginners. So, once again, congrats!

As for the new songs, great stuff! I loved Enemy Unknown and Aberration, will listen to Nebula next. I'll make sure they are included in the next release.

Questions:
- Is there a problem using ReplayGain to adjust the audio? E:S music is /loud/, so I'm thinking about normalizing them, so the new songs have the same perceived loudness as the original soundtrack, and blend in nicely. Unfortunately, I doubt pygame music mixer has ReplayGain-aware playback, so I would have to change volume in the sound waves themselves, instead of simply writing RG tags as usual.

- Do you have the source for those new songs? They are not required, since the music package in Ubuntu comes with pre-encoded oggs, but it would be nice to provide them in the source code, just like we currently do with the original songs.

Thanks,
ML

Max McCracken

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Dec 2, 2012, 12:12:30 PM12/2/12
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On Thu, Nov 29, 2012 at 6:07 PM, Mestre Lion
<singu...@rodrigosilva.com> wrote:
> As I've said numerous times before, I'm a /huge/ fan of your E:S soundtrack.
> The music is /very/ catching and high quality, and it was perhaps what made
> me keep playing it despite being such a harsh and tough game for beginners.
> So, once again, congrats!
>
> As for the new songs, great stuff! I loved Enemy Unknown and Aberration,
> will listen to Nebula next. I'll make sure they are included in the next
> release.

Cool :)

> Questions:
> - Is there a problem using ReplayGain to adjust the audio? E:S music is
> /loud/, so I'm thinking about normalizing them, so the new songs have the
> same perceived loudness as the original soundtrack, and blend in nicely.
> Unfortunately, I doubt pygame music mixer has ReplayGain-aware playback, so
> I would have to change volume in the sound waves themselves, instead of
> simply writing RG tags as usual.

I don't know, can you just set the default in-game volume lower? I
don't recall making it particularly loud. AFAIK, it's usually the
opposite - my tracks are a bit quieter than most of the ones I listen
to.

> - Do you have the source for those new songs? They are not required, since
> the music package in Ubuntu comes with pre-encoded oggs, but it would be
> nice to provide them in the source code, just like we currently do with the
> original songs.

Yeah, it's on my website:
https://sites.google.com/site/maxstack/miscellaneous

.xrns files are the "source".
> --
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MestreLion

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Dec 2, 2012, 7:46:01 PM12/2/12
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Thanks Max!

I downloaded all .xrns files (btw... those are *huge* for source files!), I'll include them in E:S source git repo. And besides the suggested Enemy Unknown, Nebula and Aberrations I also "stole" Through Space, A New Journey and Orbital Elevator, since I think they are great and fit perfectly in E:S theme.

I'll also update the music/README.txt to include information about the new songs and your website. This way the Academy will be able to contact you to get your prize when E:S wins the "Game of the Year" award ;)

Last but not least: download for "A New Journey" was an ~90MB WAV file, not an ogg. Should I encode it?

ML
>--

Max McCracken

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Dec 3, 2012, 6:08:51 AM12/3/12
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On Mon, Dec 3, 2012 at 4:46 AM, MestreLion <singu...@rodrigosilva.com> wrote:
> Thanks Max!
>
> I downloaded all .xrns files (btw... those are *huge* for source files!), I'll include them in E:S source git repo. And besides the suggested Enemy Unknown, Nebula and Aberrations I also "stole" Through Space, A New Journey and Orbital Elevator, since I think they are great and fit perfectly in E:S theme.

Sure, go ahead :) .xrns are just zipped xml, so it's probably pretty
bloated inside.

> I'll also update the music/README.txt to include information about the new songs and your website. This way the Academy will be able to contact you to get your prize when E:S wins the "Game of the Year" award ;)

Please put http://www.soundcloud.com/maxstack as website, I'm using it
as a primary now.

> Last but not least: download for "A New Journey" was an ~90MB WAV file, not an ogg. Should I encode it?

Yeah, I accidentally uploaded .wav instead of usual .ogg :) Both links
are in the track description:

I screwed up the upload, so if you want the ogg instead of 90mb wav,
download from here:
http://sites.google.com/site/maxstack/miscellaneous/ANewJourney.ogg?attredirects=0&d=1

The track in Renoise format is available from here:
http://sites.google.com/site/maxstack/miscellaneous/ANewJourney.xrns?attredirects=0&d=1
> --
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MestreLion

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Dec 3, 2012, 1:12:42 PM12/3/12
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At 09:08 03/12/2012, you wrote:
>On Mon, Dec 3, 2012 at 4:46 AM, MestreLion <singu...@rodrigosilva.com> wrote:
>> Thanks Max!
>>
>> I downloaded all .xrns files (btw... those are *huge* for source files!), I'll include them in E:S source git repo. And besides the suggested Enemy Unknown, Nebula and Aberrations I also "stole" Through Space, A New Journey and Orbital Elevator, since I think they are great and fit perfectly in E:S theme.
>
>Sure, go ahead :) .xrns are just zipped xml, so it's probably pretty
>bloated inside.
>
>> I'll also update the music/README.txt to include information about the new songs and your website. This way the Academy will be able to contact you to get your prize when E:S wins the "Game of the Year" award ;)
>
>Please put http://www.soundcloud.com/maxstack as website, I'm using it
>as a primary now.


Done. Take a look at https://github.com/MestreLion/singularity/tree/feature/music/data/music-src


>> Last but not least: download for "A New Journey" was an ~90MB WAV file, not an ogg. Should I encode it?
>
>Yeah, I accidentally uploaded .wav instead of usual .ogg :) Both links
>are in the track description:
>
>I screwed up the upload, so if you want the ogg instead of 90mb wav,
>download from here:
>http://sites.google.com/site/maxstack/miscellaneous/ANewJourney.ogg?attredirects=0&d=1

That URL is not found... have you upoladed the OGG already?

ML

Max McCracken

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Dec 3, 2012, 4:37:16 PM12/3/12
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On Mon, Dec 3, 2012 at 10:12 PM, MestreLion
<singu...@rodrigosilva.com> wrote:
> At 09:08 03/12/2012, you wrote:
>>On Mon, Dec 3, 2012 at 4:46 AM, MestreLion <singu...@rodrigosilva.com> wrote:
>>> Thanks Max!
>>>
>>> I downloaded all .xrns files (btw... those are *huge* for source files!), I'll include them in E:S source git repo. And besides the suggested Enemy Unknown, Nebula and Aberrations I also "stole" Through Space, A New Journey and Orbital Elevator, since I think they are great and fit perfectly in E:S theme.
>>
>>Sure, go ahead :) .xrns are just zipped xml, so it's probably pretty
>>bloated inside.
>>
>>> I'll also update the music/README.txt to include information about the new songs and your website. This way the Academy will be able to contact you to get your prize when E:S wins the "Game of the Year" award ;)
>>
>>Please put http://www.soundcloud.com/maxstack as website, I'm using it
>>as a primary now.
>
>
> Done. Take a look at https://github.com/MestreLion/singularity/tree/feature/music/data/music-src

Yep, looks great. A few thoughts though - first is about the
"canonical sample rates". I vaguely recall the game having a problem
playing both 48k and 44.1k sound files - 48k ones were slowed down. I
don't know if that's still the case. But nevertheless 44.1k is
probably recommended. The other thing is that while old soundtrack is
easy to recreate from "sources" with .psy files, it's unfortunately
not so in the case of .xrns ones. I started to use commercial virtual
instruments at that point so you should mention that people will need
to have them to produce the resulting track. I wonder how they would
sound in midi though :)

>
>
>>> Last but not least: download for "A New Journey" was an ~90MB WAV file, not an ogg. Should I encode it?
>>
>>Yeah, I accidentally uploaded .wav instead of usual .ogg :) Both links
>>are in the track description:
>>
>>I screwed up the upload, so if you want the ogg instead of 90mb wav,
>>download from here:
>>http://sites.google.com/site/maxstack/miscellaneous/ANewJourney.ogg?attredirects=0&d=1
>
> That URL is not found... have you upoladed the OGG already?
>
> ML
>
> --
>
>
>

Max McCracken

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Dec 3, 2012, 4:38:32 PM12/3/12
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>>> Last but not least: download for "A New Journey" was an ~90MB WAV file, not an ogg. Should I encode it?
>>
>>Yeah, I accidentally uploaded .wav instead of usual .ogg :) Both links
>>are in the track description:
>>
>>I screwed up the upload, so if you want the ogg instead of 90mb wav,
>>download from here:
>>http://sites.google.com/site/maxstack/miscellaneous/ANewJourney.ogg?attredirects=0&d=1
>
> That URL is not found... have you upoladed the OGG already?

Oh yeah, about that - I accidentally deleted the file some time ago -
I've put it up again, thanks for finding that out.

Secret Hamster

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Dec 18, 2012, 10:24:36 AM12/18/12
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I've not played the game for a while, but kept an eye on the game.

As regards story development I believe I may have stumbled on a couple of elements that may extend the game play. 

As noted, once you get to a certain level the humans effectively become a non-threat, effectively as they should. You're a highley developed AI spread across the entire globe and beyond, what could they possibly do to you.

So story line element 1

Human partnerships. This could be a government, a corporate, an individual or even a criminal organisation. They could be blackmailing, perhaps they manage to find you infiltrate your systems threaten to shut you down. Alternatively they may see your worth, and between you plan for world domination, or something along these lines. The issue then becomes who can manipulate who.

Element 2

So the singularity spreads beyond Earth, surely there are other elements out there in a similar vain, your battle then becomes to control space, worlds, systems, galaxies, to become the One singularity subsuming all others... Abit hokey maybe, but seems a viable storyline.
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