Difference between revisions of "User:Isyiwang"

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(Created page with '= Project X = == Idea / Premise == * the big idea * the vision == Motivation == * why do it? == The Thing (What is it) == * what is the final '''product'''? * for this final…')
 
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= Project X =
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= Song Blaster =
 
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== Idea / Premise ==
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* the big idea
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* the vision
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== Motivation ==
 
== Motivation ==
* why do it?
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* The gameplay of both modern and older games have been either predefined (Legend of Zelda, Super Mario World) or shaped by the experience of playing with other players (WoW, SC2, Maple Story).  I want to create a game where the AI / gameplay is affected primarily by music and to have the user's experience be primarily defined by the songs he/she listens to.
  
  
 
== The Thing (What is it) ==
 
== The Thing (What is it) ==
* what is the final '''product'''?
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* Song Blaster is a software game utilizing OpenGL for graphics and RtAudio for audio integration.  The player will be able to control a weaponized ship (a la Galaxian) and must shoot down enemies that spawn from the periphery of the screen.  The rate at which the enemies spawn / speed of the enemies/ size of the enemies / etc. will all be determined by the spectral properties of the song as the song plays.
* for this final project, it should be more of a '''project''' (more than a tech-demo)
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** what is the interface?
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** what is the user experience like?
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** what is the '''aesthetic''' of the software?
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== Design ==
 
== Design ==
* user experience design
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* The game will be presented in a full screen OpenGL window
** interface?
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* The player can use the keyboard to control the movement of the Ship and the mouse to aim its weapons
** real-time interaction?
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* Graphics will be coded using OpenGL
** graphical / textual, both?
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* Networking is definitely doable (the amount of enemies Player 1 kills can affect how many enemies Player 2 must face and vice versa) but is not a primary goal
** networked?
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* software design / architecture
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== Testing ==
 
== Testing ==
* how/who will test it?
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* Initially, the prototypes will be tested by myself, but the testing can be opened up to anyone with a computer + song files during the later phases of my project.
* what is the '''measure of goodness'''?
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* The measure of goodness can be measured in two forms:
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** "Fun" factor - Do the players want to continue playing the game for more than 5 minutes? 30 minutes? 1 day? A week?
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** Music - Is the AI / gameplay will correlated to the spectral properties of the song?
  
  
 
== Team ==
 
== Team ==
* who is the on team?
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* Me, myself, and Isaac
* for teams of 2 or more, who will work on what?
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== Milestones ==
 
== Milestones ==
* DATE 1:
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* 11/7/10: Finish implementing movement physics / interaction controls of Ship, create welcome screen.
* DATE 2:
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* 11/14/10: Integrate audio into game (playback, audio affecting number of enemies, testing different spectral properties) and implement basic enemies
* DATE 3:
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* 11/21/10: (Prepare to) eat turkey, work on weapon system for ship (hit detection, graphics, etc.)
 
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* 11/28/10: Design better graphics, harder enemies, different weapons?
* (remember these should be more from the product point of view, as in "what does the product support" at this point;  thinking about minimal essential systems)
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* 12/5/10: Fine tuning of the game, difficulty, playing playlists, any smaller extensions / fixes

Revision as of 15:03, 1 November 2010

Song Blaster

Motivation

  • The gameplay of both modern and older games have been either predefined (Legend of Zelda, Super Mario World) or shaped by the experience of playing with other players (WoW, SC2, Maple Story). I want to create a game where the AI / gameplay is affected primarily by music and to have the user's experience be primarily defined by the songs he/she listens to.


The Thing (What is it)

  • Song Blaster is a software game utilizing OpenGL for graphics and RtAudio for audio integration. The player will be able to control a weaponized ship (a la Galaxian) and must shoot down enemies that spawn from the periphery of the screen. The rate at which the enemies spawn / speed of the enemies/ size of the enemies / etc. will all be determined by the spectral properties of the song as the song plays.


Design

  • The game will be presented in a full screen OpenGL window
  • The player can use the keyboard to control the movement of the Ship and the mouse to aim its weapons
  • Graphics will be coded using OpenGL
  • Networking is definitely doable (the amount of enemies Player 1 kills can affect how many enemies Player 2 must face and vice versa) but is not a primary goal


Testing

  • Initially, the prototypes will be tested by myself, but the testing can be opened up to anyone with a computer + song files during the later phases of my project.
  • The measure of goodness can be measured in two forms:
    • "Fun" factor - Do the players want to continue playing the game for more than 5 minutes? 30 minutes? 1 day? A week?
    • Music - Is the AI / gameplay will correlated to the spectral properties of the song?


Team

  • Me, myself, and Isaac


Milestones

  • 11/7/10: Finish implementing movement physics / interaction controls of Ship, create welcome screen.
  • 11/14/10: Integrate audio into game (playback, audio affecting number of enemies, testing different spectral properties) and implement basic enemies
  • 11/21/10: (Prepare to) eat turkey, work on weapon system for ship (hit detection, graphics, etc.)
  • 11/28/10: Design better graphics, harder enemies, different weapons?
  • 12/5/10: Fine tuning of the game, difficulty, playing playlists, any smaller extensions / fixes