Wednesday, November 3, 2010

Other concepts to ponder about

November 3rd's lab:

Raza gave me some cool ideas + showed me some cool music-related games. I'll do my best to summarize.

Focusing on music as the theme, not just the costume. Making music the flow of the game. In my last blog entry, I was trying build and expand on our Mario/Canabalt + Guitar Hero idea. This idea seems reasonable, but Raza suggested that we also tried to make our game have an overall + underlying music base and theme.

Raza showed me:


What I took from this is to have our music constantly evolving and parallel this with our constantly increasing momentum theme. So at the start of the stage, we have something like a simple, 1-dimensional beat (parallel with a slow momentum) and by the end of the game, we have this elaborate, chaotic rock orchestra (parallel with a fast momentum).

Game 2: Incredibox - http://www.incredibox.fr/

What I took from this is a constantly evolving musical piece with also a sense of customization. For example, there can be 3 paths (branching) our hero can choose from (or maybe he can pick up all 3 - no longer branching). Door 1: Pick up a bunch of screaming fans. Door 2: Pick up a pyrotechnician. Door 3: Pick up a drummer. Picking up any of these (and more along the level) will have their own advantages / fun / strategy as well as their disadvantages (by deciding to choose one over the other). First off, this will add to the complexity of the Hero's song - screaming fans, pyro: roaring flames, drums: beat + tempo setter. Second off, it is almost like picking up add-ons and power-ups to help you build up and prepare for the boss battle.

So if this was an MMORPG. Picking the screaming fans may be similar to including a warrior (in your party lineup): meat shield and/or overwhelming force. Picking up the pyrotechnician may be similar to including a rogue: long distance firepower. Picking up the drummer may be similar to including a spell caster: personal power ups for the hero (setting the tempo) + spell casting. I'm thinking we should allow players to have the option of picking none or all 3 instead of selecting one or the other.


Not much was said about this game, just the first link that appeared on Google search. But I think in this game: the stage is consistent with the music. We can use this idea of having our stage design's complexity be based on the complexity of the flow of the music. So, the more complex and elaborate the Hero's song is, the crazier and more flashy the stage gets.


Not a full-on game. Basically, turning music into a fun toy.

Well, that's about it. Thanks Raza for these new concepts to ponder about.

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