Thursday, November 18, 2010

Where we're at...and where we go...

On Wednesday, we discussed with Larry what we're main goal should be for the game. Having come so far from where we started, it has been difficult harnessing exactly what our game is, especially with the gorilla on our backs of what it was going to be.

Ultimately, we've come to the decision that our game is a "conceptual" game, one that seeks to fuse platforming and music in an integrated way so that by jumping and movement, we can ultimately layer music.

When discussing what our baseline design is, we reference the Incredibox flash "game":

http://www.incredibox.fr/

So, to get down to what our game is, we broke down the elements of a platformer:

Left -> Right Movement (or progression)
Run/Walk
Jump
Stop

At a fundamental level, we tried to pair these simple traits with the fundamental elements of music:

Progression = Moving forward moves the music forward. Question arisen: Do they have the opportunity to go back?

Run/Walk = Tempo

Jump = Does this make a sound? Does it turn up the volume/intensity?

Stop = Does the music continue to repeat or does it stop entirely?

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Next, we discussed replayability or what the final goal of the level must be. Like "Incredibox," we didn't want you to be able to utilize all possible elements for the piece or level presented (thus implementing every level the song). The customization and experience of the song that you want to play is what is important.
So, in a particular level, you may be able to implement 2/4 vocal possibilities, or 1/2 horn possibilities.

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Lastly, we discussed enemies. This seems to be where our game will hinge. In finding the "challenge" for the game, we began talking about the philosophical destruction or obstacle to music. Is it chaos? Is it broken instruments?

Some of the brainstorming turned up very literal destructions of music/instruments:

Too fast/slow of a tempo
Breaking of strings (guitar)
Smashing of drums
Out of tune piano

Etc.

What is the ultimate challenge? We also thought of there being pits or breaks in the music that if you failed to traverse properly would "kill" you by adding a nonmusical sound to your tract, like the turning on of a faucet, or the changing of a TV channel.

Ultimately, we have a better handle on what our game does. Now, it is a matter of smoothing and figuring out the details.

Thanks Larry and Raza for the insight.

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