Don't Starve Together

Don't Starve Together

DST OST Remade [CLIENT]
 This topic has been pinned, so it's probably important
rampage.  [developer] 31 Jul, 2023 @ 4:11am
Requested features - feel free to post ideas!
I see people requesting various features and I don't want it to be lost in comment sections.

Even thought, as for now, I cannot guarantee that these will be implemented, I really want to hear you out!
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Showing 1-15 of 21 comments
rampage.  [developer] 31 Jul, 2023 @ 4:34am 
So far:
  • server side version of the mod
  • option for continuous music
  • Dusk and Night Music compatibility
Last edited by rampage.; 31 Jul, 2023 @ 7:11am
iliya 4 Aug, 2023 @ 12:40am 
it would be alot of work but i think it would be cool if each phase of a boss gets an special music.
GameSwitcher 4 Aug, 2023 @ 10:21am 
Hey! long time DST fan and composer here. Just wanted to give my thoughts on some of the pieces. It looks like you put a large amount of work implementing and in general trying to make the songs faithful to the theme (by using similar instruments the normal theme does) and different melodically.
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!
rampage.  [developer] 4 Aug, 2023 @ 2:19pm 
Hey there! Good to see fellow composer here - between You and me, it's type of feedback I always want to get the most.

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!
Last edited by rampage.; 4 Aug, 2023 @ 2:20pm
rampage.  [developer] 4 Aug, 2023 @ 2:22pm 
Originally posted by iliya:
it would be alot of work but i think it would be cool if each phase of a boss gets an special music.
Thank You for idea! I'm afraid, that unless boss has specifically programmed phases (like Klaus) it's nothing more than can be done for non-phase bosses.
Nithalm 5 Aug, 2023 @ 2:05am 
Can this mod also come to the old DS? I hope it's not too much work...
rampage.  [developer] 5 Aug, 2023 @ 3:29am 
Originally posted by Nithalm:
Can this mod also come to the old DS? I hope it's not too much work...
I was thinking about it, but my mod operates on code related to DST base, so for old DS a complete new one is needed. Will probably do this at some point.
Nithalm 5 Aug, 2023 @ 1:44pm 
Thank you in advance, Rampage. I will patiently wait for it.
I would kill for a singleplayer version of this mod!
CubitoIsHere 12 Aug, 2023 @ 5:27pm 
Nothing special BUT would be cool if you can add the same dawn and dusk like DS Hamlet does would be pretty cool! I feel like each season having their own dawn/dusk cue can make the game more refreshing, since well, listening to the same cue over an over gets tiring to be honest

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.
rampage.  [developer] 13 Aug, 2023 @ 4:29am 
Originally posted by Nithalm:
Can this mod also come to the old DS? I hope it's not too much work...


Originally posted by AlexBC:
I would kill for a singleplayer version of this mod!

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
rampage.  [developer] 13 Aug, 2023 @ 4:34am 
Originally posted by int Cubito = 45:
Nothing special BUT would be cool if you can add the same dawn and dusk like DS Hamlet does would be pretty cool! I feel like each season having their own dawn/dusk cue can make the game more refreshing, since well, listening to the same cue over an over gets tiring to be honest

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.

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!
CubitoIsHere 13 Aug, 2023 @ 8:03am 
Originally posted by rampage.:

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!
deep spaghetti 8 Oct, 2023 @ 4:53pm 
hi! i love this mod and i think the original music is all incredible and thematically consistent with the original game's style, it's really great!

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!
rampage.  [developer] 9 Oct, 2023 @ 6:20am 
Hey there!

Originally posted by deep spaghetti:
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.

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.

Originally posted by deep spaghetti:
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.

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.

Originally posted by deep spaghetti:
sorry if any of that was somewhat incoherent. regardless, i love this mod and i might never turn it off!

All good, buddy! Thanks for the kind words and very valuable feedback!
Last edited by rampage.; 9 Oct, 2023 @ 6:20am
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