QBob Progress Report #1
I have spent the past three weeks or so going through all the MIDI files we used in the original QBob, importing them into FL Studio, and reworking them to use VSTs and all sorts of modern production effects. This process includes converting the MIDI files to use a Waveblaster soundfont—replicating what I would have heard back in 1996 when I wrote these songs. I got the soundfont from a user named deemster on a the Vogons DOS appreciation Web forum. The soundfont file, as detailed as it is, contains tons of errors and poorly cropped samples so I have been modifying it as I find issues. I’d post a link to it here, but all the links that were originally posted are dead.
After making sure I had a mostly accurate Waveblaster version, I moved on to “remastered” versions. In most cases this involves lots of sound design and plenty of new arrangements. The tracks now have a much more meatier sound and more variety. The original arrangements were very repetitive. In the decades since, I have learned that you have to keep inserting small variations in your EDM compositions or else the music risks becoming a Lowrey Organ backing beat. Any moron can paste together a dance song in GarageBand, and I’m not just any moron!
This week I finished the soundtrack and tonight I have moved on to completing the final big piece of the game mechanics: the final boss level. My first goal is to get the end boss’s basic look and feel mechanics down. The eye now follows the player based on his relative x position. I have also added in the boss’s verbal taunts. It’s going to be better than the original because, using Gamemaker sequences, I can better sync the mouth movements to the samples. Next I will tackle the final enemy on my list, the fireball. More to come.