The arrow button above plays a short excerpt of what the music in The Sapling sounds like. I hesitated a long time before I settled on this musical style. Normally, I prefer memorable, hummable melodies over soundscapes, but for The Sapling I couldn't figure how this would work. This was mainly for two reasons: firstly, every melody I came up with didn't really seem to match with the rest of game's style. Many other simulation games feature either jazzy (like SimCity) or bright and jumpy (Equilinox, Planet Coaster) soundtracks, but both styles somehow seemed to clash with a more serious game about nature. Secondly, I was afraid that I simply would not be able to come up with enough material, meaning that the same melodies would be repeating over and over.
The solution came from an unexpected direction: during experimentation with ambient background music to get into a more productive programming mood (which by the way didn't work for me), I noticed that ambient music videos on Youtube often used a slideshow of pretty nature photos as 'background visuals'. Would it also work the other way around? If nature makes a good background visual for ambient music, is ambient music good background music for nature visuals?
Accepting this - and thus giving up hummable melodies in favor of long slow 'ambient' notes to evoke a relaxed feeling in the listener - was a slow process, but ultimately lead to a second discovery: a lot of ambient music rarely changes chords. Instead, all notes throughout the whole song are from the same musical scale. This is convenient, because a general (and oversimplified) rule of thumb is that two pieces of music that use notes from the same musical scale are likely to sound good together. Creating an ambient sounding soundtrack could simply be a matter of creating a large pool of musical fragments that only use notes from the same scale, and mixing them at random. How well this works is exemplified by the project In B Flat (which, as the name suggests, uses B Flat as this one scale).
This idea solved my two problems in one go: (1) the genre of ambient music fit the game's feel and (2) I could endlessly combine small musical fragments, giving you a fresh sounding soundtrack every time. The result is available for you to play with below. Feel free to click some play buttons at random, and decide for yourself if you think they sound good together.
My own conclusion, after playing with this for some time, was that although everything indeed sounded good together, some combinations were better for videogame background music than others. In the end, I identified five categories of fragments:
The background, with long, sleepy tones. These are what gives the music its ambient feel. Strings are the most typical example.
The foreground, played by a single instrument with short notes, grabbing the listener's attention. I most often use the piano or the celesta for this.
The color, which is somewhere in between: they are played by a single instrument, but use long notes. These give a bit of flavour to a background that would otherwise always sound similar. This can for example be a clarinet or a trombone.
The bass, often played by double bases or base clarinets.
Victory sounds, that temporarily grab the player's attention and give them a satisfactory feeling.
Furthermore, I discovered that using strings in unisono with octave intervals (playing the low and high versions of the same note at the same time) worked quite well to give the mix a more epic feel. In the end, I used this together with the bass as the player is looking at his/her creations from a distance: as the player zooms out, the bass and unisono fade in.
The button below categorizes the musical fragments above, and for the fragments in the background category adds an option to 'switch on' the epic version. If you make sure that for every category only one fragment is playing, you get something that could also be played in game.
One final question you might have is whether these musical fragments are completely random sequences of notes chosen by chance from a static scale. The answer is 'of course not': to satisfy my own desire for hummable melodies I actually did write a main theme for the game, and to give the game some musical coherence I echo parts of this theme in various fragments. This button below plays the main theme as you hear it in the main menu. Can you identify which of the musical fragments contain hints of this theme?
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As of today, The Sapling is available as an Early Access title on Steam (and soon on itch.io, GameJolt and Kartridge). Let's celebrate with a microtrailer:
Out in the open
It's quite a weird feeling to think that this game, which has been my side project for so many years, is now available to everybody. The game was of course already playtested by dozens of players (which turned out to be an absolute must, as it was way too complex and confusing in its early iterations), but the fact that there's now a Steam page where you can click 'Buy', videos that are watched by thousands of people, and comments everywhere talking about 'potential' - it's a feeling that's hard to describe. As a side advantage, these videos also show me some major mistakes that still need fixing; I'm creating a new build with some fixes as I write this.
The nicest responses have come, perhaps unsurprisingly, from Spore fans. For example, my absolute favorite video of the game is this one by KinglyValence. KinglyValence is a speedrunner that currently holds the world record for all individual Spore stages but the first, in all difficulties. He spent some time analyzing The Sapling and managed to complete all four scenarios in a whopping 10 minutes and 16 seconds!
The Sapling and Spore
Speaking of Spore, most questions I received over the last few weeks were related to Spore in some way or the other. So what is this relation between The Sapling and Spore anyway? The Sapling was originally conceived during a bicycle ride to school in 2002; at the time I was so excited about it that I was planning to write to dozens of game developers to 'give away my idea for free' (at the time not realizing that having an idea is not that special in the game industry, realizing one is). Little did I know that at that time Will Wright, father of simulation games and an absolute hero to me, was already working on it. You can imagine my excitement when he revealed Spore at GDC in 2005; it became an absolute obsession of mine. Checking several Spore related news sites was the first I did when I opened up a web browser these days.
Since its release in 2008, though, I have only played through the game twice. Turns out what I liked so much about Wright's earlier work is that they were sim games; a detailed simulation of some real life phenomenon to toy around with. Spore was a collection of little games in multiple genres (2D arcade, action, strategy) that together formed a narrative. While a beautiful idea, it was not the game I had dreamed up in 2002. In the mean time, I had started to make games in my free time (starting with GameMaker, then with Pygame) and I started to feel more and more ready to build a small game around the idea myself in Unity 3D. It must have been around 2015 that I completed an implementation of the algorithm Catmull-Clark for Unity, essential for the editors in the game, that convinced me I could do it. I wish I'd had known back then it would all result in me writing this release blog post today.
As the release date of The Sapling is coming closer, it's time to give you some more insight in the game. Therefore, I am releasing six models created by playtesters of The Sapling, using the plant and animal builders. They can be looked at from all sides, or they can be downloaded to incorporate them in your own 3D creations.
One thing I noticed from the responses to the 'First look' video is that it was not clear to everybody how deep the simulation really is. Therefore, I have used Sketchfab's annotation functionality to highlight various bodyparts of the organisms displayed, and explain a bit how they impact the simulation.
The Sapling was built from the ground up with community interaction in mind. This interaction goes both ways: players can take stuff generated by or for the game, and use it in their own creations, or they can add their own creations to the game.
This article functions as an in-depth guide on how to do this, to be used as reference. It's a living document that will be updated continuously. If you find any things that are unclear or just incorrect, or have more ideas you want to share with other creators, drop me a line at thesaplinggame@gmail.com .
Overview of the information on that page:
Repurposing material from the game
Music
Exporting lifeforms and animations generated by the game
Today, the main theme of The Sapling was officially released on SoundCloud. It's an attempt to mix an ambient music like sound with a recognizable melody - and if you listen carefully, you will indeed recognize this same melody throughout the game. Have a listen on SoundCloud: https://soundcloud.com/wesselstoop/the-sapling-main-theme .
Because I would very much like to encourage covers and remixes of this material, I also release sheet music and the separate layers of music used in the main theme.
To further encourage other people playing with the material, I will hand out free Steam keys for every serious cover and remix attempt . E-mail me at thesaplinggame@gmail.com .