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Mooglez

Harmonics

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How can harmonics (music) be used in games? By this I don''t simply mean playing a music piece in the background and have the game character go around shooting people like regular FPS. Harmonics are built with musical notes and they follow some definite pattern pending on the cords. They can be canceled, disrupted, and amplified by other notes. But most importantly, they can be picked up by human ears instinctively when modified. Now go back to the words I''ve just used: harmonics, built, cancel, disrupt, amplify, and cord pattern = Everything you need for a strategy/puzzle game minus the GUI. Enough with the war games and RTS. Time to make something new. Any thoughts?

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I''m not sure exactly how you want to use harmonics in a game, but for some reason I''m having flashbacks of those horrid sound/note puzzles from Myst.

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quote:
Original post by jaxson
I''m not sure exactly how you want to use harmonics in a game, but for some reason I''m having flashbacks of those horrid sound/note puzzles from Myst.


There were a couple of those in Black & White too!

Mooglez - integrate a sampler of some kind, provide a means for the user to supply his/her own sound files, use the music to build spells...

Check this out: Hummingbird

Eno has been doing some cool stuff with spontaneously generated music lately too. Sorry don''t have that link.

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I thought those puzzles were really innovative.
Everybody says sound is more evocative than vision, but very few designers base their gameplay around it, they just make sure their game has cool music. You should not let this idea die.

Ever played Loom? You know, the scumm game that was advertised in every other lucasarts game but nobody actually bought? That had some kind of music puzzle magicky thing in it, but I can''t remember how it worked.

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Music for immersion!

Consider what sound does for cinema.

Take LOTR for example and the flight across the ford. Remove the sound from it and it''s Bonanza. Put the sound back in and you''re on the edge of your seat!

Ever seen Eraserhead?

In some games sound isn''t really necessary (eg. Quake); In others it''s a must (eg. Warcraft).

Consider the role of sound in the dark or in fog. In the dark it can be used for navigation; In fog it plays tricks.

Sound as decoy, ala duck hunting.

Sound as vibration. Sound as time.

I agree with Insanity, don''t let the idea die.

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Everyone say it''s a good idea but nobody give me any suggestions on how to implement the thing.

I''ll let the cat out of the bag and hopefully I can get more feedbacks. The concept of harmonics started as a puzzle design for a game but then I got into a facination with 8 legged critters. Then the whole argument about RPS and AoK on the board just got me really thinking.

This involve spiders, web, harmonics, fundamental strategy, and maybe a few doses of weed so you don''t get stuck rigid on the previous genre.

You start out with an immobile mother spider in a empty space and the goal is to get rid of the mother spider of the opposing side. Early in the game, you create a web structures around yourself to capture resources. (web surface/constant) = (resource income/time) Now, with enough resource, you can create tiny spiders to roam on the web. Each strain of spiders have a specific musical note built into their genes and are automatically attracted to. The spider strands also have musical property too as the spiders walking on them will create a vibration... Well, your own spider walking on your own web are immune to creating this vibration but someone else''s spider on your web will create a sound. The web strand are divided into 2 categories, radii and cords. Radii are the main strand that extends outward from the center (mother spider) and cords are the strands linked between two different radii. The main radii are not attuned to any notes so any enemy spider walking on them will create a sound and draws attention. On the other hand, the cords have a specific harmonic triad (3 notes) built into them thus they won''t create sound and draw attention if the note of the enemey spider match one of the triads. eg. an enemy spider with a C note walking on your radii will trigger an AI effect that cause all your own C note spiders nearby to attack it. Now, if that same spider able to run fast enough to reach one of your cord with the pre-set triad(CEG), your spiders will cancel the attack and go back to their previous positions.

You people see where I am going with this ? ^_^

Now, when two opposing side''s single note spiders meet(regardless of whatever the note is) will just clash and cancel each other out. So, to win a fight, you have to evolve the spiders by combining two or more of them each with different notes. However, there is a madness to all this, 2 notes spider > 1 note spider. 3 notes spider > 2 notes spider, (no such thing as 4 notes spider cause it''ll just be a garbage sound) 3 notes spider with harmonic effect > random 3 notes spider with no harmonic effect, major triad > minor triad > diminished triad > augmented > major. (Haha, RPS analogy and I hated the thing.) Oh yea, you lose the game with just one enemy spider reaching your mother spider.

Well, I''m leaving out ton of the specifics but anyone else think it''s crazy enough that a RTMS could actually work?

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quote:
Original post by Mooglez
...RTMS...

Real-Time Mother Spider?

I think it''s a very innovative idea. I like the gameplay description, and the fact that it requires intelligence and skill as much as reflexes and a dose of "luck" (are the spiders randomly generated or can you specify?)

Other than support, though, I have no comments.

I wanna work for Microsoft!
[ GDNet Start Here | GDNet Search Tool | GDNet FAQ | MS RTFM [MSDN] | SGI STL Docs | Google! ]
Thanks to Kylotan for the idea!

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quote:
Original post by Mooglez
Everyone say it''s a good idea but nobody give me any suggestions on how to implement the thing.


Sorry dude, you should have been more specific in your first post. It read like you were fishing for ideas, not implementations.

The spider game sounds like a good idea.

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You know, I actually played Loom...I thought it was a really
good game...basically it worked like this:

You are like this weaver guy who can sort of cast spells with
music. You play this music through keys on the keyboard.
(or you could click on the music bar but it was easier)
One piece of music would turn straw to gold (I''m not sure if
I have the details totally correct but bear with me)
One would make someone want to follow you, etc. It''s almost
like Indiana Jones or Monkey Island, except without the humor,
whips, or even many items. (You did collect some items but
mostly things were accomplished with music)

I reccommend anyone who runs across it in the bargain bin
somewhere to go pick it up, it was a beautiful, and imaginative
game.

-Lohrno

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RTMS as in real time music strategy; just a silly term I made up for fun.

quote:
are the spiders randomly generated or can you specify?


Dunno yet, it''s either randomly generated but all the players get the same pattern like tetris/bust-a-move, or specifics generation. I''m thinking the mother spider will have spots on the back that designate the strain of spider produced. So you click on the spot and you get a baby spider attached to the mouse cursor then you placed it on the web, like dungeon keeper. Maybe the player can get some kind of production bonus by clicking on the web cords to play a short piece of music? I don''t know... I''m just throwing random thoughts on here. Another interesting thing I would like to see is a free form web construction with different patterns. Of course the problem with that is the spider would need to be able to rotate 360 degree thus using some kind of 3d related engine which I''m not on par yet with my programming skill. (Are there a good majority of video cards out there that support hardware rotation emulation on 2d to handle say 60 different rotations at once?)

I''m open to any comments or suggestions, in the mean time I have to get back working on puzzles.

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