Tuesday, 9 April 2013

Vinyl design change

The GDC event we had gone last week gave a big influence on our game design. I and Cody went to several audio-related talk and learnt a lot from those talks. Two major sessions that influenced me as the audio engineer in Vinyl and the overall game design of Vinyl are: "Achieving Real-time Synthesis in the Musical World of FRACT" and "Contextually Driven Interactive Music in SSX. While FRACT gave me another audio engine option, SSX gave us more idea on how to play with the audio in our game. The result was: our game wasn't audio synesthesia anymore! It is more audio manipulation than audio synesthesia. How?


Vinyl new design meeting note 1

Vinyl new design meeting note 2

Vinyl new design meeting note 3
Well, now we implemented more audio remixing which is related to player movement - like how SSX remixing the audio based on the player movement. Well, we indeed got the audio remixing idea from SSX but we didn't want to implement all the audio remixing exactly as theirs. Therefore we needed to bring a DJ into our team to help us with the audio remixing.

Our new ideas at the moment about the audio remixing were when player hits:
- the static balls (previously change audio pitch)
- (NEW) wall
- (NEW) grinding
We needed to prototype this and see how it felt before the end of this semester and the team needed to play the SSX 2012 game which had been in purchasing process. Hope we could get it this Wednesday as Rachel mentioned.

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