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DiegoFloor

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About DiegoFloor

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    Art
  1. DiegoFloor

    A software for composing/prototyping music

    Yeah, I'm working on it. My biggest fear is that once everything is up and running there simply won't be any need to make new layers once we got a few basics working, which defeats the whole purpose of creating the system in the first place. But I'm probably being pessimistic.
  2. Hi all   I've been looking for a software to help me compose music. I don't want music production software, like most DAWs, nor sheet writing software. I want something focused on composition and there are a few out there, but they are so expensive! So I decided to start working on one. I came up with an idea that seems to fulfill my requisites and is easy enough that I can implement myself. I could really use some feedback though. I mean, it sounds great in my head but I get the feeling my head is not always on par with reality.   OK, so it works like this: you get a simple synthesizer to make sound and a simple sequencer. So far so good. Then there's this concept of layers. A layer is something that transforms your sequence of notes in some way, like shifting notes to snap into a scale, or creating notes to form chords, or whatever. These layers operate on the outcome of the previous layer (that's why I call them layers) so you can stack them, modify any layer and all following update. The main gimmick is that these layers are made by the user, so you can come up with your own rules and patterns and try them out quickly. I'm thinking of a visual programming style, where you connect nodes to create functions and define the functionality of the layer.   I tried asking for feedback on other communities but I got nothing. I guess people need more than just words, but it's gonna take a while to implement the layer system. If you want to play around with the prototype, you can get it here. But it's just a bare bones sequencer at the moment.
  3. Hah, when you said "keeping the puzzle intact" I immediately agreed with this other person. Remove anything that doesn't need to be there. If the level geometry only plays the role of holding the puzzle elements, then reduce as much as possible. I should emphasize that "doesn't need to be there" doesn't mean you have to make your game black and white with squares, even though that would surely make that puzzle more readable. There are things in a game that contribute to the experience in indirect ways. For example, maybe you need extra geometry in your level because you want it to look like a jungle, and it's important that the player is convinced that is a jungle. In that case, the extra geometry needs to be there, just not because of the puzzle. Does that make sense?
  4. DiegoFloor

    making simulation for my game FUN!

    First of all, I should say that without playing there's not much anyone can say.   Anyway. There are so many different directions you could take this to make it "more fun". Fun is relative, so I'd start by defining exactly what you mean by that. Maybe you want to make this a brainy game where fun comes from feeling like you overcame a difficult puzzle (so there's some fakery going on, as you can't overwhelm the player). In that case I'd suggest going turn based and working on the rules of the game. But maybe you want something with a little more adrenaline. In that case, maybe you need more gameplay layers to keep the player busier on more than one level. So he's managing events happening on the map level at the same time managing some mini game that happens every time you invade a country or something like that. Maybe there are more levels, "higher" than the map (I hope you know what I mean by that) like an upgrade system.
  5. DiegoFloor

    Are there many war games like this?

    I'm not aware of anything like that either.    In any case, even if there is, it's rare enough that I'd start working on a prototype if I were excited about this idea. And in my opinion it sounds like a great idea! The player overlooks the strategic aspects of battlefields and the AI does the rest. Has an element of luck, and you maximize your odds by making good strategies and/or improving general stats, like gathering intel or simply training units etc.   OK, now I wanna play this. Get to work!  :P
  6. I love this idea! This is the first time I hear about paper models, and the software idea is great. It can print the shapes on paper with the bonus of textures! I have to ask though, have you ever tried to build a paper model using a solution your software made? Care to show something?
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