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My first comment would be on the mixing, which is always tricky considering how personable it can be, but for me several of the strings on some of the tracks seem a little too quiet for me when they're playing a piece of the melody. They blend in a little too hard into the background and for the original themes always were more prominent and did melody on occasion.
The choice of instruments is easily my favourite part, and they blend really well, like in Winter Work especially (also I caught that Winter's Feast melody, very nice). The "buzzing" of the euphoniums to represent bees during spring, really cool stuff. The eery ruins are also very well done. The slow disconnected sounds in summer to describe overheating, the messaging and the symbolism for each season is just really outstanding.
My biggest issue throughout the whole OST is that the melodies aren't very obvious. I think as ambient music it works really well, but i feel a bunch of the songs just needed an extra fun melody, something catchy. The panic made in the danger soundtracks is really well done, but even the danger soundtracks for DST had some riff you could hang onto and hum to.
I think all the themes work really well for their respective season, and fit the game incredibly well, a very cool project and I love seeing really well done fan made compositions for game because it doesn't happen very frequently. Bravo!
That's true - my goal was to make soundtrack expansion very much "lore-friendly", so new music doesn't feet out place playing side by side with OST.
Strings used here are from 8Dio's Majestica, and what I love about them is that they blend with stuff extremely well. I use staccatismos a lot, mostly in supporting role - it enchances accompaniment greatly. If they take on melody, it's mostly a returning one, with slight changes. Considering it's just a reminiscence of theme from earlier, these usually play quieter. It's noticeable in e.g. my Summer Work, where strings play returning melody first played by Hammond's. I agree, it indeed may give impression of blending too much. Yet, these are very subtle mixing decisions that, I believe, work in favor of process I want to explain on in next paragraph.
Approach to melodies is probably the trickiest. Main challenge lies in preparing songs that can be played on more-or-less constant loop for a whole season, without it getting too boring too fast (in the long run it's inevitable, though). My idea was to maintain a strict balance between musical elements, in a way particular thing never get's too much exposition in favor of other's, cause in turn, it would be underutilized. Thanks to that, the flow of music feels more "natural" - like breathing. There is moment of inhaling, short state of keeping the air and then exhaling. Such balance can help keep the music less repetitive, which will delay the boredom. More "condensed" music, and by it I mean with more distinct, individual melodies/attention-grabbing points, may feel schematic, predictive and, finally, repetitive, especialy considering it's not that long. I always try to keep flow natural by not adding too much of neither aforementioned things. It's important how You called it "not very obvious" - thanks to how music evolve, by focusing on less obvious elements (like small, yet noticeable changes in accompaniment, etc.) there is always something happening (on various intensity) and can always be something different that catches attention in this particular moment of timeline, while keeping everything derived from the very first seconds/theme. In summary, I believe such music has to keep a balance between being ambient, and yet very engaging and emotional. For music meant to loop, such approach worked for me the best, yet for danger or boss tracks it is more relaxed. I also believe, that perception may differ when listening to music on YouTube and in-game.
However, in the following tracks I plan on reviewing my current approach to keeping balance mentioned earlier, and see what can be tweaked to address issues You mentioned - there is possibility that I may have taken it slightly too far, this way or another, without yet realizing it.
Instruments with ironic/dark jazz feel work well with Don't Starve (and also with me), so the idea of expanding game's OST resonated with me greatly. I'm very happy You liked it! Symbolicism mention is also a good call - it was main topic of my master's.
I appreciate Your comment greatly and had a good time responding to it. Being clear in every point adressed is my utmost priority, but let me know if You want to discuss something in particular that I may have been, or not, that clear. Thank You for taking time to both listen/writen such a very detailed comment.
All the best!
Maybe even do it with the caves and ruins? Who knows if that can work client side unless you can check in what biome the character is located.
And I would love to hear your take in the Boss 1 Remix for the Eye of Cthulhu boss fight.
It wasn't too much work, and such drastic measures aren't required anymore! Singleplayer version of the mod was just uploaded to workshop - here You go!
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3019494888
While I have plan for dawn and dusk cues, I can't really tell when attempt on EoC theme will be made. It's pretty much off-time project, and priorities for now are Winter/Summer bosses.
About the cues in caves - that's interesting idea honestly. I'm not the coder in any way, but I from my little experience with DS, that may not be overly complicated.
Thank You for Your input, though - I will keep these in mind!
It's okay with the priotities you have, i'm just a terraria fan if im honest haha. and also thanks to you for this mod! Its pretty cool how people have their own perspectives for music in the same game!
one thing i've noticed is that sometimes the music has long gaps between loops, i find this especially noticeable in the work themes. i don't know what exactly causes this, it may just be a matter of long bits of silence at the start and end of the audio file itself, but it is somewhat jarring.
another thing i would like to see, is some system for handling fading out and back in better. i generally prefer to play with both soundtracks enabled, but sometimes this means i will be cutting trees or fighting and i step back or do something else for just enough time for the theme to barely fully fade out, and then when i start the same task again it starts playing a completely different song. it's not a huge deal and kind of nitpicky, but it would be nice if, maybe every day or something, each song gets randomly predetermined, and so brief breaks won't interrupt the song that is currently playing with its alternative version. i may not be explaining this well, but essentially if a song fades out for only a brief moment, i'd like that same song to fade back in, and only have it potentially change to the alternative version after a longer time not playing.
sorry if any of that was somewhat incoherent. regardless, i love this mod and i might never turn it off!
This one may have straightforward fix - especially if this is related to long tails at the end of the sounds. I will inspect it in near future.
That thing You mentioned is, unfortunately, related to coding side of things. Dynamicmusic.lua, that dictates how music exactly works in game, is derived directly from Uncompromising Mode (check it out if You didn't yet!) with slight changes done by Scrimbles. I do not possess extensive knowledge about programming, so I can't reliably fix issues You mention here. Will try to refer to my friends who have more experience with it, and see what can be done. Yet I can't promise... hard for me to judge.
All good, buddy! Thanks for the kind words and very valuable feedback!