alkaitagi / Sungazer

Innopolis University 2019 summer internship
MIT License
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Find music factors, editable by the game #17

Open Muniriy opened 5 years ago

Muniriy commented 5 years ago

Consider change of volume, change of instruments, change of tempo, change of key (tonic+scale)...

alkaitagi commented 4 years ago

So far we have been able to discuss the following factors:

For Nebula region pause factor was selected. Under implementation.

Muniriy commented 4 years ago

Which game factors do you suggest in correlation with pauses in Nebula?

alkaitagi commented 4 years ago

I propose making ghosts react on player's actions, and such reactions should be preceded by a delay, during which the pause will player. For example, if player points with lights at a passing ghost for more than, say, 1 second, during which the pause occurs, the ghosts starts following player. Another event could be picking up a key, which would produce a sound that all nearby ghosts will react upon. And, of course, pause can happen when lights go off for whatever reason.

alkaitagi commented 4 years ago

I suggest allowing player to manually switch lights, except for when they are randomly locked by the broken tech. And during that lock we have pause, because player is forced to be in dark.

alkaitagi commented 4 years ago

Implemented the following Nebula mechanics:

alkaitagi commented 4 years ago

Changed light Lock to Clamp. Clamped light is not longer completely off, but has large decrease in intensity. Clamped lights still trigger ghosts. During Clamp player still can toggle lights.

alkaitagi commented 4 years ago

So far we've been discussing the notion of "danger", which is a function of enemies' proximity and other contextual factors (i.e. Ghost's charge). This function's output is then mapped to music manager that thereafter transposes & changes the speed of midi playback.