dakota.potts

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About dakota.potts

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  1. Programming Music

    I liked how Left 4 Dead had different music cues for each enemy that were easily recognizable.  I have to wonder if you couldn't do a similar thing with different instruments for each enemy.  Say one enemy (a knight) may have a theme played on low brass while an archer may have the same played on cello and the wizard on an oboe or piano or something else kind of different from the others.  Certain types my trigger different harmonies, counterpoint, etc. For example, the main music may be block chords with a single melody. This melody played on different instruments would represent what enemy is there, and special enemies might add a counterpoint, a higher harmony, a lower octave, or chord extensions. If your health gets in the critical area (assuming use of standard health based fighting), there might be a frantic, high pitched violin melody or orchestral drums that kick in and pick up the pace. Theoretically, in the middle of a couple culminating fights you would be fighting many different enemies so you would eventually be hearing an entire orchestra represented and variations happen as the fight changes. Of course, this could be made more dynamic, like allowing one looped passage to flow to another after a certain amount of enemies have been defeated to keep the music matching the pace of what's going on.  Just spitballing ideas but that sounds really cool. 
  2. Feedback on my new direction

    I'm not sure why the soundcloud links aren't showing up?  Older song: https://soundcloud.com/dakota-potts/vacancy New song: https://soundcloud.com/dakota-potts/robot-rhythms
  3. Feedback on my new direction

    I've been a member here for a while but I took a little hiatus  I upgraded my laptop and I realized I a big problem I was having previously was my equipment. My laptop was not up to par (in its later days its CPU would max loading Gmail) and I find the Mac OS surprisingly more intuitive.  So, today I loaded up Garageband and did a sample of a new kind of direction I'm taking. I had previously focused on orchestral stuff and notated it all before importation.  For this song, I loaded the drum loops, and then just played over it using different VSTs. I played with a real keyboard and this made a big difference being able to visualize different roles. It's really not all that different from my rock band when it comes down to it.  Here's an older song:  And a newer song with what I think to be better writing and production values.  What do you guys think? Maybe I'm not ready yet but this song is the first that's got me thinking that maybe I could actually make something decent and contribute to a work.   
  4. The bass is a bit deep, but in my opinion the muddiness comes from overtones and tails of certain instruments, particularly the reverb on the arco strings.  Perhaps instead of EQing the bass down, try mixing the reverb or echo out of it just a little bit. I have tracked as low as an A2 on my bass so I know it can be done clean haha.  It is a good track. Could get repetitive simply listening to it but for a world map it would probably be alright in my opinion. 
  5. Garage Band

    I just upgraded from my 5 year old Dell Laptop to Garageband.  So far I'm finding Garageband to be intuitive and easy to use with some decent loops. May have to look into some VST libraries though. 
  6. My Trailer: How Bad Is It?

      This game looks like it was tailor made for showing off some cool particle effects. Your game looks like it could be fun, but it's not very pretty. The Windows metro feel isn't really coming across all that well.   Some might say particle effects are overdone, and that flying squares are innovative and new. Which may be true, but I still think that pretty explodey lights will look much cooler - and will be a lot easier to sell - than small flying squares any day.   Your text bits aren't very meaningful, and the language is a bit odd. "Every action affects your gameplay session's outcome". Who says "gameplay session"? Technical game developery people might, but to a Joe Gamer it sounds a bit wordy and weird.   Not very pretty?  Before I answer that, let me ask you this.  Have you ever played the game sinuous?  If so, are you aware of what made it successful, in spite of it's visual simplicity?   Honestly, the flashy lights thingy is something I've seen so many times that it really doesn't appeal to me.  I wanted to do/try something different, like what Kenta Cho does does with his games.   I can understand the text bits being too wordy or technical, but I thought "gameplay session" would be self explanatory   Is there a different term you'd prefer?  At that moment, I couldn't think of anything else.     Yeah, I'm not going to include that in my actual trailer.  I forgot to disable that before making the recordings.   And instead of the first screen of obvious text, I'll find an interesting way of explaining the rules of the game.   Thanks for the replies so far.  I really appreciate it.   Shogun.   Here's something I've learned being in bands. When challenged, it is never a good response to say "Well, X project did it and they made trillions of monies and got all the ladies". You cannot count on one success being repeatable for any reason. You should make it as close to perfect as possible before releasing it. Perfect doesn't always be polished. It could be perfect low budget charm. What that means to you is one thing but what it means to us (whose opinion you asked) is another. 
  7. What would you make armour out of?

    Here's an interesting one: Fungus.  Like these things http://www.blogilates.com/wp-content/uploads/2012/04/kombucha-tea.jpg.  You have to feed the fungus (eat extra food, certain amount of magic power drains over time, I dunno) and it will grow a thin layer of your body adding extra skin. This stuff in real life is thick and hard to tear and is sometimes tanned into leather.  Another one could be something similar to a ferrofluid today that's soft and stretchable and then on a major impact immediately hardens. It would be light and good for thieves, mages, and archers but obviously would penalize your speed randomly as you received hits (due to parts of the armor hardening and becoming immobile momentarily) 
  8. This brings to mind playing an "overwatch" type game as if you're the operator of an unmanned drone. You have to use your abilities to watch fellow soldiers on the air and ground. If you fail to point something out and they die or fail their mission, you lose.  Example: A squad of four special forces characters is planning an attack on an insurgent propaganda leader trying to create a revolution in an unstable country. You use your cameras (thermal imaging and night vision/infrared, radar detectors, all that fun stuff) to detect that there is a large group of enemy forces in an urban compound surrounded by guards in towers. You could choose to send them on the outskirts to try to set up a good sniping spot and risk getting killed by the guards in towers with high powered rifles and scopes.  instead, you decide that there might not be an open sniping window and instead tell the squad the best way is automatic weapons and suppressors for infiltrating the compound, as well as one suppressed marksman rifle for disabling the guards effectively. You then plot out points like a game of connect the dots. They will move to each point, secure, and advance. If they are attacked between points, they will immediately attempt to defend whatever position they are in and may react poorly without quick help from overwatch. As they advance, you must keep an eye on all enemy positions and constantly inform the soldiers This would be done orally or through an information feed that would plot soldiers' positions relative to them. You will also have to take video or camera capture of the target individual and send to the squad for positive ID. This may be done through an auxiliary camera sent straight to the soldiers, but while you may have multiple feeds running and open, you can only control one at a time and soldiers will react to information in the order that feed was activated.  You'll also have to arrange transport out of the compound so that it gets there late enough that it's not a sitting target and soon enough that the troops can leave safely. You may also have the capability to call for armored support (tanks, helicopters) but in a situation with this kind of political balance your goal is to cause as little high-profile damage as possible.  If the situation weren't so delicate, you could arrange a high-risk high-speed operation where a helicopter will fly in, drop the guys by rope, and they'll go in guns blazing with flashbangs and breaching. The helicopter could stay behind to help with support but the longer it's there the more enemies will engage (and possibly destroy)  it and you'd have to then provide information to two sources instead of the one smaller group.  Other game scenarios include providing fast, constant data on the whereabouts of enemy jets in bomb fights or coordinating shore bombing from battleships.  Of course, you could also change it up by doing a couple levels where, say, you play a single character as part of a two man team and you have to monitor video feed and motion sensors to give your partner simple commands. "Check screen for information on enemy whereabouts and breach" "Switch to grenade launcher" "Hold/defend position here" "Fall back" "Smoke grenade" "Anti-personnel mine in that doorway"  If I recall, Ghost Recon had a game like this around 2006 where you controlled a group of soldiers, but it was a turn by turn system. 
  9. Drop Dead (ominous, suspense)

    Is that a "real" bass guitar? Pretty good tone.  The whole song's pretty cool but as a bass player that stuck out :P 
  10. Feedback for Ambient Track?

    Highs are just a tiny bit harsh. Otherwise I think it's great. I see it as a bittersweet type thing. Flashbacks of someone who died. Last moments on earth for an astronaut about to make a great journey (or watching the earth slowly fade away). The curmudgeony old man was actually working his whole life on a secret project for his family/organization/all of humanity and the benefactors are now getting the big reveal after his death. Something like that. I could see a dream sequence, but maybe something significant and revealing
  11. "Sounds good, but can you make it more... sticky?"

    When I think of sticky, I think pizzicato and palm muted. Low bass frequencies that are almost boomy, with slow decay. Slow tempo. Maybe some staccato notes.
  12. Got Soundcloud?

    Mine is soundcloud.com/dakota-potts
  13. Feedback on hard rock sample

    Thanks for the feedback. You are actually the second person to ask about effects on the bass. It is an Ernie Ball Stingray 5 string into a Sansamp Bass Driver pedal. I didn't have any reverb or chorus but the more people ask the more I think I might have accidentally added some in my DAW. I was getting more of a thumpy Queen type tone but in hindsight I probably could have gone more aggressive. As I play towards the end, it gets much more aggressive as I get into it. I probably should have played more consistently throughout the whole song. I am primarily a bassist. You are right about that chord sounding off. I was looking for an A minor to play the C, B, C and this wasn't available in an open chord, so I missed that slide.
  14. It would definitely have to be thought out to avoid that. But consider a UI design such as the picture below and I don't think it would present that problem. http://egamer.co.za/wp-content/uploads/2011/10/battlefield_3_october_6_v1-Medium.png
  15. That is a very helpful infographic. I'm not however, suggesting mirroring the image. Your camera would stay the same but instead of having your weapon fixed in the right shoulder, it would be fixed in the left.