the "music" is based on a logistic map
, or logistic equation
. such a wonderful small formula. i feed it with different coefficients and calculate the notes step by step. if the result exceeds the valid range of floating point numbers, the coefficient is increased a little, and a new slightly different sequence will be generated... after that, the resulting values are then scaled up, ranged and mapped onto a pentatonic scale to get the final frequencies.
it's a very interesting field, but i'm far from expert in either music nor math or even dsp, just browsed the web for while... still learning and experimenting.
some useful stuff to learn from:http://www.musicdsp.org/http://www.flexatone.net/algoNet//http://ccrma.stanford.edu/software/stk/http://www.essl.at/publications.htmlhttp://puredata.info/http://www.audiosynth.com/http://www.research.att.com/~njas/sequences/
i still believe there can be new ways to apply the realtime synth method onto games. games which are more similar to instruments, expressive softwarepieces (...). after ziczac. i'll start some new prototypes probably...farbs
it's like Tetris and Tron made babies!
yeah :D, exactly! perfect match
actually, at first i wanted to make it 3d, similar to tron or to the great tron-like game of nenad, 16x16's: counterclockwise. you would have had to fly around and make loops by leaving trails of different colors. loops = points.. knots, enclosed regions... but i dropped that concept and tried something similar first in 2d. and so the tetris analogy came in...mechturk
thank you really much for extensive testing and playing!
what you say shows that the base mechanics work like they are at the moment... good to hear. i still think it needs some improvments, esp. the scoring. what do you think about the new way of slowing down the game again? too boring? would have been a higher score-factor in the late phase more thrilling? it's quite sure, that it was more precicly comparable before. thus more competitive... but i think it's not fair to punish the player that much. to increase the speed independently of his success... it's like a bad job: you're doing well and trying to do your best, but the boss always wants more and more, independent of your doing.
Similarly, I've thought that it might be better to link the speed of the pieces with the current number of points. It feels time based at the moment, but correct me if I'm wrong.
what did you mean excalty there? in the final version, the score is completely independent of speed or time...
An animation in the manual would be better, and best would be an arcade-style demo.
yes, i'll try to add something like that.
Speaking of demos, the ability to record replays
oh yes, that could be the key! i've actually already had these animations on the manual screen, but it wasn't easy to add a good explaining example... some kind of recorder would probably help here.
but for the other purpose, to share the plays on the net, it might go a bit too far, since it's not an action game where the replays can act like a movie.
but yes, as a player it could be enjoyable to see the sessions of the top scorers... replays like visual music pieces, a good one could be enjoyed on its abstract level maybe. all games entering the highscore could be submitted and downloaded as a "evolutionary showcase". still a bit odd, a puzzle with replay function, but thanks for that hint! moi
Making comebacks almost impossible.
that's crucial, really.
i've tried to fix that. you can now play more consciously: be risky and make big hits, or more patient and slow... danger is now part of your strategy.
(btw, i'm a curious how you could make an "8". after some tries to make one i realized that it will not be possible... either the upper or the lower "subloop" will emerge first)Sar
frankly spoken: i do not know :). wasn't really a concious design decision...
like it is now, one of the challanges is always to find a valid path to place the new blocks. small hits like 2x2 loops are mostly negative, altough they can be used too clean up the area from time to time, they mostly hinder you to move somewhere. so, loops - like all things - have always two sides too. it's not always desirable to make one. it can be considered as a negative event... i liked that somehow.
but hey, i'll simply try it out in the tetris way. scan only on stop... shounldn't be to difficult to make it work that way. could be more intuitive...