Blog
My journey, as recorded by different means.
- Written by: Artist
- Category: Blog
11-30
Can I create a humble for the camera so the player does loops? Do I need to?
11-27
CHASE THE RABBIT!!!
the rabbit will create the "the best" pathway. Use a dummy object to run a trail with a mesh trail which creates the noteBricks!!!
Player will chase it like the Money Goblin from Diablo.
11-25
The player will have a constant forward motion, can't really stop as the flow is the whole point. The point of the loop is so the player has a second chance to hit the notes, based on the timing.
Maybe building the note loops as a basic measure of units. Beats are based steps, steps build parts, parts build measures. Measures build songs.
- Written by: Artist
- Category: Blog
11-24
I have been able to instantiate pieces for a simple endless runner so what would stop me from creating a matrix of vertices from which I can use to spawn the _blockNotes into.
essentially taking the 2D matrix that's seen in that app called medley and adding a slight sine wave to it to give it some three-dimensionality
November 23rd
My views and visions of making a voxel type, view of the world would have a ray traced light bounce system,a should really play into how I see my world growing.
Maybe the notes don't move but they have a bounding box of a cube-shaped system that makes it a compounding box of collision.
not sure if it should be voxel but that really does sound interesting.
A voxel style appeal sounds exquisite but make it like soft boxes like the renders i saw as i grew up.
11-18-20
Forever Runner will work, I think
As player moves, they unlock blocks.
These open access to others:
- player can unlock it. When they hit one, they add to BlockCount
BlockCount defines what opens next blocks.
BlockBase: rendered cube;
-has bounce (tempo time);
-has trails ( color, length, flow type);
-has forward motion (swirl?);
-forward motion defined by "BlockType";
-Has particle splash for "Hit";
-goes dark for "miss"?
-has musical component ( snare, guitar note, etc), defined by BlockType;
-adds to counter (base block +?);
-has landing place established (place to stop forward motion + easing)
BlockType:
Named definition to specify when block appears.
As a block count is specified by user, this can define how erratic motion can be
Types:
BlockA: needs 0 BlockCount to unlock; BlockB visible; simple.music loop builds
BlockB: needs 4 BlockA items to open; BlockC appears, but out of reach (?)
BlockC needs 4 BlockB to become accessible to PC; BlockD appears nearby.
11-14-20
Cartoon car set up is super bouncy, there has to be better structures and numbers to emulate a board/boat.
Dig up some sort of sine based material to drive ground mesh to offer water like bounce. This will be dangerous if I can figure out some easing on the bounce, and some kind of limiter on the rolling of a vehicle.
Consider scaling the collider to make it different somehow... board shaped maybe?
- Written by: Artist
- Category: Blog
11-12-20
Making a game that responds to the music.
Now that all the actual real-time pieces are coming together the focus needs turn back into the actual research and how I can prove my theory. The idea is that gameplay can reduce the amount of anxiety and stress in the mind of a person suffering from Asperger's Spectrum.
I need to define what triggers the emotional response and record the user's data in a way that creates information towards that theory.
My immediate thought is recording the movement of the player character inside the game arena, and by using the forever runner I need to create three to five levels of difficulty margins.
Thinking and not researching in my mind what makes an endless runner challenging is speed and tempo of obstacles to avoid. This translates to me and my game items that are hard to hit unless you have enough speed. This triggers a thought in my head saying that speed is maybe the major item to look for and record.
The best trail offers the fastest, cleanest travel. Measure Player Velocity. Accruing this value will be the definition of what unlocks (+note brick
When chasing the rabbit the player will see trails admitted from the rabbit these are the target trails for the player to travel upon.
The rabbit will spawn mini rabbits which will signify harder to hit spots which create more pieces of the song. These harder hit pieces will also gain more value in the collections that I am thinking about.
The other consideration is also the music in itself. How do I measure the users' appeal towards the music? How can I make sure that the music I choose will engage the user enough? How can I measure the user's willingness to explore the musical options?
11-7-20
I'm going to have to spend some time breaking songs down to a point of the level where I can give the player opportunities to unlock them.
This will be a huge bulk of repetitive boring work that has to be done.
- Written by: Artist
- Category: Blog
November 5th I think
Create trees and beacons of direction based on things that bob in rhythm to the song.
imagine trees that will fluctuate the Christmas lights moving from trunk to top in the rhythm of a song. now add color to the little transition from top to bottom to indicate just like a traffic signal so that the player knows which way to go. Like moss on the east side of a tree.
It's a traffic cone or a traffic stop to help flow into the right areas of the song. The initial thought very much is AI but there's definitely a way to trick it or fake it with duct tape. Of Q
November 2nd
thinking about what my environment will look like I'm sitting in the shower and watching drops of hair run water drop through my hair. But then about it is that I could use this as the white rabbit chase method and each one of my pearls would represent one part of the music. So we would have certain curls and twirls representing the baseline, certain curls and twirls representing mid-range hertz and then there's more to represent the higher hertz. The idea would be to straighten the curls out and align it to where it creates a better pathway for the person to ride as if it were a long skateboard too.
The plan that's what I want to do is get a song and basically using a visual sequencer break down the song into measures and 4/4 time beats based on seconds and look at the color coding and where certain things hit in terms of notes hertz and rhythms.