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Those of you who have tried the map editor tool in the Driftmoon Preview will know that making joined walls is difficult. Say, for example that you needed to build a house with walls that don't have any visible gaps in the corners. You were forced to zoom in and position the wall points really carefully, and you still ended up with gaps sometimes. That's all past now with the new Snap function! Any time you're moving a vertex you can hold shift to make it snap to the nearest point. It can even snap to an edge, in case you need to join something to the middle of a wall. Holding shift will now also show you the nearest walls with that nice magenta color, very useful in crowded areas. editor_snap-650x487

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This week we got a chance to talk with Gareth Meek, the musical prodigy behind Driftmoon's soundtrack.

Can you tell us a bit about yourself?

Gareth Meek: Heya my name is Gareth Meek I am a 20 year old film, tv and games composer from England.

How did you hear about Driftmoon?

GM: I heard about Driftmoon after by chance stumbling across Notrium one summer after playing it (several times) I kept checking back to the website in the hope that a new game was going to be released and then to my pleasant surprise I read about Driftmoon.

What is your main ambition?

GM: My main ambition is to become a highly proficient composer for film, tv and games and perhaps (if I am very lucky) listen to my music being played by a real orchestra and then hearing it on the silver screen.

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What are your main influences?

GM: My main influences come from many genres of music from the soundtrack side. I love Hans Zimmers work along with that of Harry Gregson Williams, Danny Elfman and of course the great John Williams. Outside of that I really enjoy classical music particularly that of Tchaikovsky, Prokofiev, Vivaldi, Johann Strauss jr and Chopin. My other favourite style of music is that of symphonic metal I particularly enjoy the music of Nightwish, Epica and Within Temptation. Being a guitarist as well has led me to like the music by great players such as Steve Vai, Joe Satriani and my personal favourite Andy Timmons.

What are your favourite instruments?

GM: I love listening to musicians perform on pretty much any instrument however, my personal favourites are that of the Guitar, Piano, Violin, Cello and Flute. I also really like to hear a good percussion or drum solo.

Do you have musical education? What instruments are you able to play and have in your collection right now?

GM: Yes I do have a musical education along with having an A level in music also have a HND in music technology. My first instrument is that of guitar which I play both classical and contemporary style rhythm and lead. My second instrument is that of piano which I primarily use for composition. I can also sing and I am studying in conducting.

Where do you find your inspiration?

GM: That’s an interesting question because if I knew I wouldn’t panic every time I have a new project icon_biggrin I think the fact that I live very close to the a forest and can walk in it whenever I need always help. Also listening to other composers works helps, along with being exposed to any form of story dealing with myth, magic or fantasy whether that story be in book, game or film, my personal favourite being that of The Lord Of The Rings. I also have a very over active imagination which tends to conjure up stories, pictures and ideas which really helps the process of composing.

What's your process of creating a new composition, and what tools do you use?

GM: I have never really had or found a set method for composing, sometimes I can just hear an idea in my head and have to scribble it down quickly (quite often this happens late at night when I’m about to fall asleep icon_biggrin). Other times I come up with an idea on the piano or guitar be it melody or progression and just extend that. One device I often use though is coming up with a story to write about also, if I am already writing for a story like that in a game or film, I shall try to place myself in that world to help me write. However, sometimes I sit at my piano and have to work out an idea over several hours or even days, it’s worth it though. As for the tools that I compose with I use my digital piano and guitar along with Pro Tools, various synthesisers and orchestral samplers.

Could you estimate an average time you spend for creating a single composition?

GM: It differs piece to piece, project to project. I can sometimes compose a piece in a few hours, other times it can take me a day or two. It’s strange though as I never like to say that a piece is ever finished, as if I do it always feels as if it is going to be missing something. However, if I think that it won’t ever be finished then there is always the possibility that it could have turned into something incredible icon_biggrin

How long have you been making music?

GM: I have been composing ever since I first picked up my sister's guitar when I was in high school so perhaps 8 or 10 years

What kinds of music will we hear in Driftmoon?

GM: Hopefully good music icon_biggrin At the moment I am trying to compose music that conjures up thoughts of a fantastic world that is very natural and organic sounding but also grand and powerful. I think some of the music could be akin to that of what you hear in the great old Walt Disney films like Snow White.

Have you given thought to possibly putting together a Driftmoon soundtrack?

GM: I have, I shall be selling a soundtrack for the game. After its release the music shall be available for download, and I am also playing with the idea of composing a Driftmoon suite to go at the end of the album which will be many of the compositions all gathered into one piece so the listener can go on a mini journey through the land of Driftmoon.

What kinds of computer games do you like? Do you have any all time favourites?

GM: I like any game with a fantasy storyline. My personal favourite has always been that of Final Fantasy VII with VIII very close behind. I found that everything form the story to the game play and the music was perfect although I will admit that I was never all that good at them and had about a million saves on my memory cards. Other games included Ultima VII and VIII and games like Baldur's Gate and the Elders Scrolls Daggerfall and Morrowind.

Do you have other hobbies or interests besides music & composing?

GM: I very rarely have any free time for hobbies but when I do I really enjoy walking in that forest I live next to, or if I’m feeling particularly lazy at least go for a drive through it.

Finally, do you have anything you would like to add?

GM: I would really like to thank both Ville and Anne for giving me the opportunity to work on this game with them, I am very much enjoying the process. The game is giving me great inspiration and I believe that if it is half as good as Notrium (though I’m sure it will be better) then we are all in for a real treat.

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We're inventing weapons for the game. My current plan is that all weapons are unique, and have some sort of a history or at least hint to a story of where the weapon came from. Basically we're trying to come up with cool names, and I'm going to implement and draw those that I can. If you have that weird fantasy weapon floating in your brain, why don't you tell us your invented weapon in the comments and maybe it'll get in the game! If you have a description for the weapon as well, all the better! Mostly there will be one handed melee weapons, so I'm prioritizing those. Here are some from Anne's current list:

  • Butcher's meat hook
  • Silver Gauntlet
  • Bonehammer
  • The Guardian of Hope

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Endymion is working on the mod Trials of Darkness.

"A short mod I made. It's all about collecting and moving rocks from one pedestal thing to another."
trialsofdarkness-650x365 If you need help installing all of these great Driftmoon mods, you might want to try the Driftmoon Mod Switcher by Amarth. Eventually Driftmoon will contain automatic mod installing tools, but until it does, this might prove to be very useful. captureld

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Good news everyone! Most of you won't know this, but I've been looking for a musician for Driftmoon for quite some time now. I've been in talks with several composers over the year. I've listened to music from about 20 of them, and now we've found the best! His name is Gareth Meek, and I'm doubly impressed by his skill. You can listen to some of his melodies here: https://www.youtube.com/user/GMComposer Gareth casually showed us what he can do by composing music to the Driftmoon Preview video in one evening: So what do you think? I'm going to ask Gareth to pop by and tell us a few words next week, and we're going to hear more of his work later on. I hope you're as excited as I am! icon_smile

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One of the things I've had in my head for over a year is a map of the Driftmoon world. I'm of course talking about a world map where you go to when you come out of a town or forest, where you can select where to go next. The whole idea is now on the drawing board, while I'm still working on the new levels for the demo part where you won't need the world map that much. There are many ways to organize the world map. One is to use squares where you can open a map square by finishing the level in each square, and the squares next to it opens up. We've been using it in Ekapeli at work, and it's ok for that purpose. Most players select the optimal path, they play about 10 percent of all squares/levels if they know they're going somewhere. It's a bit different for roleplaying games, but I wouldn't want my players to miss 90 percent of the game I put in. icon_smile

Another way to organize the main map is to use openable locations, for example in Baldur's Gate or Fallout finishing certain missions opens up new locations on the world map. We just pretend the player didn't see that exact location the last time he walked by here, he had to learn the location from the NPC. This system forces a rigid order on playing, you have to play the missions here first to open up new locations there. Another thing is that you don't know exactly how many locations there are to visit. That's something I would like to know as a player, even if to know how much of the game I've completed. My favourite for Driftmoon at the moment is a mixture of the two. Levels are joined by roads on the main map, and passing a level opens up the roads leading away from it. This screenshot is from Puzzle Quest, it shows what I'm talking about. If you're coming from the Horned Temple, and you pass the missions at The Pike, the roads to Tusk and Hyaan open up for you.

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One of the main problems I see with this kind of structure is that the levels need a clearly defined passing mission. I haven't decided on how to tell the player in each level that they need to pass this mission to continue forward. One possibility is that it's not a mission at all, just a location you need to get to. Going from one edge of the map to another would be realistic in regards to being able to pass through the area. Possibly the walk from one edge to another would require you to pass missions, or fight enemies, or sneak past them (Although I'm not planning on including a lot of sneaking, I personally don't enjoy sneaking games).

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By popular request I'm moving forward on my oldies goldies list to the year 2000, when the budding game developer Ville had acquired his first version of Visual Studio C++. Oh boy, I was really in wonder of that thing. You could do programming magic I never thought possible before, like arrays and floats and struct types. Turns out they were equally possible in both Visual Basic and Pascal I had used previously, but this time I actually read some short tutorial into the language before starting on a new game. And looking at the code now, it seems I didn't know you could write multiple source files. Then again the whole game has about 8000 lines of code, so it didn't matter that much. This was the first time I tried my hands at 3D programming, and I loved it! I quickly whipped up my own 3D file format, and an exporter for 3DS MAX. Later on I enhanced the same engine for Bikez II, Wazzal and Magebane 2. I'm still using the same sound code for Driftmoon, because after trying several sound libraries I settled for the only working solution I found. icon_smile So onto the review! At first I couldn't find the executable because I seemingly didn't know how to put things into subfolders. The game seems to start fine and runs even on my new Windows 7 machine with sounds, so technically it seems solid enough. The user interface feels complicated and unnatural, but nothing worse than any console game I've ever played. I remembered the fighting mechanics, so I didn't have a problem fighting the enemies. But back in 2000 the sheer amount of people who didn't know how to fight with the mouse was overwhelming. I must have mailed a dozen people a week requesting help. The combat still felt rather random, the best strategy was apparently  to make runs straight to the enemy with your sword pointed and hope it hits. As you win more battles you get more money to buy more gear to fight more battles, until one day you win the last baddie. I still didn't have the patience to finish the game, and neither did I have the patience to finish it in 2000, so I still don't know if the ending works. As I recall the ending was simply a banner congratulating you. icon_smile

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You can download The Forge here. I honestly think you should rather play something like Notrium or the Driftmoon demo instead, but those interested in gaming history are welcome to give it a shot. After releasing the game I got several offers from startup gaming companies, at the time game companies must have been desperate to staff themselves if a 17 year old kid from Finland would have been a good choise. Another tidbit of history, can anybody guess the original name for The Forge? I changed it before releasing the game because the original title was a common word. As if The Forge isn't! icon_biggrin

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You're still in the right place! We've changed our name! icon_smile It's been seven years now since I started the monkkonen.net website, and since that we've grown quite a bit. Well actually not, I've only gained about 10 kg. But I have big plans. For the website I mean, not for my stomach. So I finally started a company, and here we are, at Instant Kingdom! I'm still not doing this full time, and it's just the same old me (Ville) and Anne. But we've got a brand spanking new logo, so we're down with the big guys! icon_biggrin So what's the story behind the name you ask? I've always loved how a good game is like a world in a box. Once you start up the game, you go to a far away land. A land of your own imagination as well as the game designer's. I've always loved to think that game developers are in the business of making Instant Kingdoms. I've still got tons of links to rename, but I'll leave all that for tomorrow. In the meantime, what do you think of the new name and logo?

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The nice folks at Brothersoft wanted to give the Driftmoon preview their Editor's Pick rating. They must see great potential in Driftmoon - after all we've only released a primitive preview version, and the actual release is still quite a few months away. So thanks! icon_wink

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I started adding a new map into the game, and since I hadn't added too many landmarks yet, I finally got lost in it. Being the programmer type I am, I didn't need another excuse to implement a minimap! minimap This won't be the final gui for it, I just quickly whipped up the edges to test it. I don't know yet what kind of a map to use, will I draw the maps by hand, or will I just use a rendered image of the map. Do you have any ideas for the map? Some minimap buttons you desperately always need in a game? Some map icons you always look for?

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