More work on Taskforce today. I've written lots more music for it this time. There are separate tracks for different events in the game; the start of a mission, the end (with victory), the end (with failure), a background track, a track when you have one unit left (perhaps sad, desperate music), a track when the enemy has one unit left (the verge of victory), a track when you've completed your objective and must get to the exit (excitement?).
So, lots of possibility. I've currently got 21 tracks written, but with 32 missions and up to 7 tracks per mission, there's an awful lot of options. Today I've written a track called 'spider angst' which, one of the 'sad, desperate' tracks, which is a variation of the main spider theme. The spider theme is actually a rather groovy tune with a simple chord structure like the Bomb the Bass Megablast track (itself a blatant rip-off of John Carpenter). The spider mission is based on a city so I thought that something urban and hip-hoppy would suit. Almost all of the other music is rock-blues, variations on the main theme.
I've experimentally boosted the Sniper Rifle damage to 32, as this seems to be one of the weaker weapons. The Pistol, Carbine, Machine Gun, and Shotgun all feel well balanced. The Knife feels a little weak, but I'm hesitant to make it stronger than the Carbine... it shouldn't really be so, even if the risk and effort to use it is greater... I'm unsure though. At the moment it's the same strength as the Pistol, and, like that weapon, can be used one handed, yet the Pistol always seems to be a better option as it can, at least, shoot (well, you can throw the Knife) and it only takes 20% Action Points to shoot it at close range; the Knife takes 25%.