Notes

Note Count (critical)

Factor as well. As an example of the player hits the target note correctly they get a positive bonus to the time limit, however they miss and hit a non-target note and get a negative time bonus. Failure is just a simple reset of the actual loop in question based upon completion percentage.


Note States (high)

a player can unlock some notes when they have unlocked a small portion of the loop and even other notes if they get a major portion of the loop done.

  • I will reside inside two or three different state machines.

  • I am a holder of music, musical notes, and a color oscillation, based on the Hertz values & rhythm values

  • I hold values which pertain Brick Collections, Song Location, Note Hertz, Player Values (see I am Player)

  • I will move in a looping, bouncy way which is in rythm to the song for the level

  • I am only accessible when the player has reached a specific "level value" or "collection number", designated by collecting more copies of me.

  • I will get closer to the Player's range for pick up, as the Player's Brick Collection reaches the designated value, set by the song, or game designer.

  • More of me opens secret levels and items (??) that enhance flow.

  • I have a specific spot on a grid which matches the song in the level.

  • My specific spot is one part of a Measure (of track, which matches a full measure of the song)

  • Maybe in 3DS Max I can animate the bricks in reverse from being in location which will be 0,0,0 and then moving off into a more chaotic state of range, motion and rotation.


To test this I can set up three states of distance from the origin and set up a simple script which will activate when each state is active.

as the player starts the level the notes will have no attraction to the player and my thinking is to create game nodes or entities which represent in a method similar to the influences used in 3ds Max such as welding parts. They'll be three or four different of these entities with corresponding radii for each of the collision objects and as one collision objects matches the criteria in the players' numbers they will destroy activating been smaller one So on and so forth.


Pseudo-code for Bricks (which contain the notes)

  1. record the brick type: correct brick or not?

  2. define publicly how many points for or against in player speed, brick count, time variable

  3. boom light is idle until collision, then

  4. play fmod sound, note~hertz for this location

  5. play animator light_boom

  6. play animator sphere_boom

  7. when light_boom is done, then:

  8. play particle effect

    1. ScoringSystem.theScore += 1;

    2. ScoringSystem.currentBrickcount += 1;

    3. Destroy(gameObject);

    4. Debug.Log(" bricks must die ");

Spreadsheets will be used in the initial builds for each song. Through testing and considerations of converting a song to an actual game play design.

Song Sheet