The environment will begin to move from dark of night to early morning sunrise as the player navigates the obstacles and finds the more efficient path in the space. The goal is not to stress the player into competitive actions, but to allow them to build up song bites and build them into a completed song. To measure how a player does will have to correlate to the way they collect parts and how they may become aggressive towards more challenging locations.
Some pieces will not be accessible until there are sufficient bits selected.
The levels will be established in state forms, which either make object colliders to toggle??
Game Play & Design Concepts
Change materials to match level of “unlock-ness”
The further from the strand, the less solid it is. As the song progresses the player can connect strands to solidify the route/run better.
Music can be built and just imported, up to me to create levels which match what the song is doing. Unlock bits and pieces matching the song’s wavelength?
Set different hertz to unlock notes. They look like neon snakes in water, flowing in rhythm and winding around each other. (path based? Simple repetitive geo in 3ds max?)
As the player descends onto the playground, notes and starry like objects bob on their own. There is a sound of symphonic warm up, instruments which are working on their own, directionless.
The background is dark, but as the player gains speed and notes build up, the background begins to open up with more color, pinks, turquoise, warm palettes, comfortable setting.
Beach and mountains come together.
As the song is developed, clouds begin to pop up. The playground floor becomes more solid with fluffy, colorful cloud-like waves, flowing behind the player.
At intervals, carp and goldfish will swim upstream to encourage pathways which unlock new aspects of the song being built.
The world around the player is dark, but moving. The sounds are that of a symphony warming up. There are stars like lightning bugs floating around the player.