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Cyman
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« on: August 13, 2014, 06:24:52 PM »

SUMMARY
Eternibeat is the first game with procedurally generated songs, and has procedurally-generated 2D and 3D worlds as well! Generally, obstacles and enemies are active/respond to the beat of the music.

It is developed in Unity and should be on many kinds of devices!

RECENT MEDIA

  • Sky Zone
  • Choppy video of sky world demonstrating music and some enemies


  • 3D FPS island world (name TBD)










_____________________________________________
ORIGINAL POST

Currently there are two different worlds:

Ancient Sewers


Sky Caves





MUSIC
A sampling of music created by the game


CREDITS
Code, graphics, and audio by me



More info coming soon!
« Last Edit: November 17, 2014, 01:27:15 PM by Cyman » Logged
8-Bit Ape
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« Reply #1 on: August 13, 2014, 11:47:27 PM »

Hi there! I like the Ancient Sewers level, but Sky Caves looks like a different game?!

Are you going to be using blocky textures throughout or are you going to be using a mixture of styles?

I'm interested to see how it plays and how the environment reacts to the music.
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Cyman
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« Reply #2 on: August 14, 2014, 12:19:12 PM »

Each world has its own art style, play style, and enemy distribution, its sort of like Sound Shapes in that way. I'm also working on a world that is played in first-person, and currently looks a bit like Minecraft.

The textures are going to be pixel art inspired, but there will be bump mapping and angles in some of the worlds.

I'll probably post a video soon showing how things react to the music!
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Cyman
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« Reply #3 on: August 15, 2014, 12:29:58 PM »

A quick gif!


The character animates to all parts of the music, the saws activate on every kick.
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Cyman
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« Reply #4 on: August 18, 2014, 02:36:57 PM »

Stir-crazy cat or physics bug?


Cats can now drop chocolate!
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Cyman
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« Reply #5 on: August 28, 2014, 06:33:54 PM »

Quick update:

3/4 Actions - so far you can jump, poop, and teleport
2/4 Enemy types
4/? Collectable characters
4/? Power ups
3/8 Zones
7/8 instrument sets done (one unique to each Zone)
0/? decorations for each zone (optional?)

Video of the game running on a Vita



(not sure how to embed the video)

Random gif
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Cyman
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« Reply #6 on: September 29, 2014, 04:02:12 PM »

Quick style updates:


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Julien
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« Reply #7 on: September 30, 2014, 03:36:27 AM »

I'd like to see a video to get music + images :D

Edit : nevermind, I missed the video link. But a video with a little more happening would be nice ^^
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Cyman
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« Reply #8 on: October 07, 2014, 05:59:56 PM »

I'd like to see a video to get music + images :D

Edit : nevermind, I missed the video link. But a video with a little more happening would be nice ^^

I've been meaning to post a longer video for a while.

Here it is!


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Cyman
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« Reply #9 on: October 10, 2014, 12:55:06 PM »

Here's a pic of one of the 3D worlds I mentioned, but for some reason didn't post! They won't make it to the Vita version of the game as it lacks the processing power to display in her intended form.
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Cyman
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« Reply #10 on: October 15, 2014, 01:23:18 PM »

Quick pic of the new Cyber Zone

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akoluthic
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« Reply #11 on: October 15, 2014, 03:47:01 PM »

Eternibeat is the first game with procedurally generated music

Wha??  Huh?

Proteus
Zwan
Spore
...several others...
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Twitter | Soundtrack and trailer composer - worked on:CRAWL, Soviet Jump Game (Game Grumps), PULSAR: Lost Colony, and others. Currently solo developing Chrysalis
Cyman
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« Reply #12 on: October 15, 2014, 06:03:49 PM »

You're right, those games have generative/procedural/random music. I should clarify - they, or any other games I could find, do not generate songs procedurally (such as a procedural song generators you might find online):

http://www.theverge.com/2013/1/31/3936670/proteus-musical-exploration-game
Quote
Trekking across the island will cue different sounds — from the soft tinkling of rainfall to the excited hops of pixelated rabbits — but unlike more obvious music-focused games like, say, Wave Trip, you can’t use Proteusto craft an inventive new song;

http://urustar.net/blog/zwan-soundtrack/
Quote
the song is in a major scale, in phase two I changed the notes to make it in a mixolydian mode, and in phase three in a natural minor scale; this way I kept the same procedurality playing different audio clips (or audio bricks, if you want), changing the general mood but not the logic behind it

http://www.eurogamer.net/articles/enos-unique-spore-soundtrack
Quote
He went on to demonstrate a simple software called 'The Shuffler', which even with a simple combination of samples possibly would never create the same composition twice within a lifetime."

http://www.edge-online.com/features/thomas-was-alone-composer-david-housden-from-quarter-life-crisis-to-bafta-nominee/
Quote
So I’d write a base track of one to two minutes in length, and chop the rest of the instruments up into 4/8/16/24/32 bar loops, then these would be randomly generated over the base track. So every single loop had to be able to coexist with any other loop at any given time. Pretty much like a construction kit or something you’d get in Dance Ejay or something of the like.
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