Wednesday, January 30, 2013

Vinyl v2.0

Yesterday we spent the majority of class time going over exactly what we want Vinyl to feel like.  We know that we want a heavy emphasis on flow, with the ultimate objective being that the player loses track of time as they experience their music through our game.  A big source of inspiration for us was Super Hexagon since it does an excellent job of doing this.

As a result we've changed our gameplay slightly, mostly focusing on a single gameplay experience as opposed to previously when we were planning on having vinyl, strings, drums, and brass sections.  Now the game is entirely based in the groove of a record we're going to represent with a half-pipe.  The player will control an avatar by moving them left and right (for dodging purposes) in addition to controlling their speed (seeking to maintain an optimal speed so that the song plays neither too fast nor too slow).

If the character is running down the bottom of the pipe then the sound is balanced and will come out of both speakers.  On the other hand, if the player moves up the left wall the sound will shift to the left speaker more and more and visa versa.  While running down the groove the player will have to dodge static pockets that in addition to reducing score, will randomly change the character's speed and bump them to the left or right.

Something we've thought of for the future is to include a feature where if you go too far to the left or right you end up falling into the next groove over causing the song to skip forwards or back.

Now that we have a really solid idea of exactly what we want we're able to get a prototype up and running in Unity which we expect to have done by the end of tomorrow ideally.

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