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Pirate Code now on Mac; read the soundtrack blog


On 02/01/2014 at 12:11 PM by daftman

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I've decided to do Blog a Day but BaD doesn't count the weekends (right? Right...right), so my first official BaD blog will be Monday but I did want to give a shout out to Pirate Code, the indie game I wrote the soundtrack for, because it's on Mac now. That means I actually get to play through it now (woot!) and YOU, dear reader, should too! I also put up a blog on the Circuit Hive website a while back about writing the soundtrack for the game. It covers things like how I got involved in the project as well as how I addressed the question of what makes a song sound piratey. It gets a little bit into nitty gritty music stuff and I try to relay my thought process behind some of the songs. Here's a preview:

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The story of Pirate Code’s soundtrack actually begins with Super Cell, Circuit Hive’s first game (although technically released by Circuit Hive’s parent company, Green Fire Software). Peter, my older brother, was telling me over the phone all about the game, which was nearly done, back in the spring of 2008. I decided afterwards to write him some boss music…but I didn’t tell him. Just didn’t think to. So when the song was finished a couple weeks later (the demands of my sophomore year of college didn’t leave me a lot of time), I discovered that the game was already done and out – too late for my song. Still, Peter liked the song so much that he bought it from me so that I wouldn’t use it for anything else. (That song, Deadly Trial, is still unused because its orchestral rock stylings really didn’t fit Pirate Code. The music Peter wrote for the gameplay in Super Cell, though, is actually based on a piano song I had written years before, so indirectly I did have a hand that game’s music as well.)

Pirate Music

When work commenced on the next game, Peter asked me to write the music for it, which I was happy to do. As Peter said in his yearly retrospectives on Pirate Code’s development, he had never managed a large project like that before and I had never written a game soundtrack, so neither of us really knew what we were doing. We never made a list of tracks that we needed, so I just wrote things as the need arose. That’s definitely not the way to do it. We also didn’t have a schedule for when I should try to submit things, so literally years separate some of the compositions. I also got married in the middle of the development cycle, which further divided my free time but was ultimately good for the project. My wife is my biggest fan and constant source of ideas.

The first thing I tried to do was simply write a piratey song. What I ended up with is what now plays when you’re at an island. I called it Piratical Adventures (and yes, “piratical” is actually a word). It’s something of a pirate waltz and is definitely the simplest song in the soundtrack. It got the ball rolling and gave the team something to listen to. It also made me grapple with what a piratey song sounds like. I didn’t really have a lot to go on other than some movie soundtracks like Pirates of the Caribbean and Cutthroat Island. What I eventually came to was, first, the instrumentation. The songs would be orchestral at their core but certain instruments like accordion, organ, and flute could really help give it that seafaring flavor. Second was a sense of adventure. All the best piratey songs make you want to jump on a ship and sail the oceans blue. The third thing was the use of modes.

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That's about a third of it and I hope you'll pop over and read the rest, especially if you're at all curious about what modes are. Just click here. And if you wanna try the demo, click here. It's free and will run on whatever OS you're using (well, unless you're one of those odd Linux folk). Thanks for reading, guys, and I'll you see you Monday for BaD #1!


 

Comments

transmet2033

02/01/2014 at 12:26 PM

A really interesting read.  

daftman

02/01/2014 at 06:07 PM

Glad you liked it! Thanks for reading.

mothman

02/01/2014 at 04:04 PM

Nope, doesn't start until Monday but there are a bunch of renegades 'round these parts who don't follow rules. 

daftman

02/01/2014 at 06:08 PM

Yeah, what's up with those guys?!? Tongue Out

KnightDriver

02/02/2014 at 03:46 AM

That'd be me. Should I repost my first one for Monday instead? Naw, what's done is done. I'll just only link to BaD those blogs I do during the week from here on out. I'm still going to blog every day though. I just feel like it.

mothman

02/02/2014 at 10:39 AM

That's ok, I was just kidding. I like the enthusiasmSmile It's helping me to be positive which is something I need right now.

Super Step Contributing Writer

02/01/2014 at 05:10 PM

Took me a second not to confuse Lydian mode with Likert scale (the "agree/disagree scale used in some survey research like what I study), but interesting. I knew what modes were, but damned if I'd be able to list examples or know what mode I was making a song for. lol 

Interesting stuff, might dl the game just to hear these tracks if I have enough space after a couple planned Steam and editing software installs. 

daftman

02/01/2014 at 06:13 PM

You should definitely download it! Who needs those steam games lol.

Matt Snee Staff Writer

02/01/2014 at 05:46 PM

I'm sorry I haven't played this yet, been busy.  I haven't even finished Broken's game yet.  But I'm going to read this blog because I find this stuff interesting. 

daftman

02/01/2014 at 06:15 PM

I understand being busy. Just don't forget about it!

NSonic79

02/02/2014 at 11:44 PM

I'll need to check this out later as well. There's so much to read all of a sudden. I wonder why that is...*ponders*

daftman

02/03/2014 at 07:44 PM

Hmm Undecided

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