Today we had a long discussion again during Game Project II class: what kind of experience we want the player to have while playing this game? What kind of game mechanics we want to use to explore the music? What make our game different from other music game?
Vinyl brainstorming
We were all agreed we want to keep the grinding mechanics like Sonic Adventure Battle 2. However, instead of using a string, we were going to use an open half-pipe. This half pipe would give user more freedom to move around the fixed path. To make it even more fun, we would change the music playback based on the character movement. When the character was speeding up, the music pitch would be increased. Contrary, when the character was slowing down, the pitch would be decreased. Moving leftward or rightward side of the half pipe would also give different music playback effect. Currently we decided to make the sound fading away like you were moving away from music source.
I believed the changing on music playback effect based on the character behaviour would be very interesting. So far, I didn't see any other music game where character/player movement changed the way the music was being played back.
Well, the music effect we used for this game was simple. Nevertheless, when we were picked up, I wanted to explore how to break down the music to give more effect like equalizer, surround, doppler effect, and so on.
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