The game idea I came up with is Rap and Rock imitator. There is a list of 5 games that I will discuss in my paper.
- Dance Dance Revolution Hottest Party 2 with Dance Mat
- Get on da Mic
- Rock Band 2
- Wii Music
- MTV Music Generator 3
Rock Band 2 is most relevant because my game has the idea of playing live rap and rock music with a crowd going wild. Rock Band 2 has the similar form to it and the crowd reacts to the music in the game. There will be no dancing going on in my game. Rock Band 2 doesn't have any dancing moves that the player does either. Both Rap and Rock imitator and Rock Band 2 focus on playing live music in order to get to a higher score or unlock more songs. I also wanted to focus on sounds that would be fantastic to hear and some interesting songs so that they can become catchy to the player and the radio.
Dance Dance Revolution Hottest Party 2 with Dance Mat is different from Rap and Rock imitator because the object of Dance Dance Revolution is that the avatar has to dance to the music that is being played in the game. This game also focuses on more fun ideas for the players to use. So more groups of party people will be playing DDR because they will enjoy the music coming from the video game. My game will teach people how to play hip hop and rock songs on the screen. It will be like the player is really playing a hip hop song live in real life. It's just a fantasy where you are the composer making excellent sounds for the crowd to hear.
Lamar
Monday, March 30, 2009
Monday, March 23, 2009
Foley Effects Project
For this project, I have decided to make 40 sounds using special equipment at home. Ideas behind this project were fighting sounds, alarm sounds, and some vocal sounds. The wind sounds were the most creative to me because the creation led to unique sounds that sounded like the wind but were edited to give some distinction between the actual wind and the wind on a computer. Five sounds that were the strongest are male zombies, windy day, helicopter alarm, sword fighting, and bow&arrow. These were the strongest because the sword fighting was close to sounding real but reminded me of an old classic karate movie back in the day. The bow&arrow had a echo effect to it to make it seem like the arrows hit the wall. The male zombies sound like they came from a video game. The helicopter alarm reminds me of a may day effect when a plane is crashing.
The two weakest sounds are the pistols from the Weapons file and the strong attacks from the Fighting file. The pistols were okay, but it needed some more work on the quality of sound. Maybe a background sound would make the pistols sound unique. The strong attacks sound is not so good in my own opinion because it involved more objects and people to make a legitimate sound. Overall, every other sound is great and I believe that these sounds can be used for a game in the future.
peoples_L_Sounds.zip
The two weakest sounds are the pistols from the Weapons file and the strong attacks from the Fighting file. The pistols were okay, but it needed some more work on the quality of sound. Maybe a background sound would make the pistols sound unique. The strong attacks sound is not so good in my own opinion because it involved more objects and people to make a legitimate sound. Overall, every other sound is great and I believe that these sounds can be used for a game in the future.
peoples_L_Sounds.zip
Tuesday, March 3, 2009
Crazy Laughter Sound
This is my crazy laughter sound that is due this week. Make sure you check out this unique sound from me. Click on the link below to hear the file please!
Link
From ya boy Lamar
Link
From ya boy Lamar
Thursday, February 26, 2009
Playtesting The Basic Gameplay
The game play for the game would be simple. I would see if the sound comes alive while the actual movie is playing. If it is not, then would have to fix a bug in the program. If the player does not react to the sound, then I would have to program the player to react to effects. Music and sound effects are important to program into the violent game because they create the overall goal of getting to the end of the road as far as beating the game. It also creates excitement for who ever is playing the game. All of the sounds would be improved by using complex commands in my code for either Flash or XNA. The sounds would have to represent something else instead of the original sound. So, there would have to be some editing done to improve the game.
Reply and tell me what you think.
Reply and tell me what you think.
15 Effects for a Type of Game
One type of game I would like to create sounds for is a driving game I call Reactor. I made this game up of course and it sounds like a catchy name. Some sound effects like noises and echos will tell the player to drive into other cars or take out opponents on the road. Other effects will warn the player to dodge road rivals who will try to get rid of the avatar.
15 effects for this game:
1. Wind Twister - a wind that can knock a vehicle over
2. Police Sirens - indicates the cops are on the player's tail
3. Machine Guns - indicates the enemies are chasing the player
4. Screaming Woman - a woman is calling for help from a rival enemy vehicle
5. Ambulance Sirens - indicates that help is on the way for the harmed player
6. 7 second Danger Theme - be alert and watch your back when driving
7. Ongoing Cars - watch out for cars coming toward you dead on ( listen for the horn and move!)
8. GPS signal - it's time to get some directions for destination
9. Cell Phone - a cell phone may ring at anytime while driving ( pick the phone up or game over!)
10. Loud Bark - indicates to move out of the way ( you hit the dog, or you die!)
11. Explosion - multiples cars blow up on the highway ( be on the look out, don't crash!)
12. Car door - it's time to open your car door while driving to hit your boss ( kill him, or die!)
13. Adjustment - do a u-turn when this sound occurs on the highway
14. Tornado - indicates a tornado is approaching behind the player in the vehicle
15. People rioting - run into these crowds
15 effects for this game:
1. Wind Twister - a wind that can knock a vehicle over
2. Police Sirens - indicates the cops are on the player's tail
3. Machine Guns - indicates the enemies are chasing the player
4. Screaming Woman - a woman is calling for help from a rival enemy vehicle
5. Ambulance Sirens - indicates that help is on the way for the harmed player
6. 7 second Danger Theme - be alert and watch your back when driving
7. Ongoing Cars - watch out for cars coming toward you dead on ( listen for the horn and move!)
8. GPS signal - it's time to get some directions for destination
9. Cell Phone - a cell phone may ring at anytime while driving ( pick the phone up or game over!)
10. Loud Bark - indicates to move out of the way ( you hit the dog, or you die!)
11. Explosion - multiples cars blow up on the highway ( be on the look out, don't crash!)
12. Car door - it's time to open your car door while driving to hit your boss ( kill him, or die!)
13. Adjustment - do a u-turn when this sound occurs on the highway
14. Tornado - indicates a tornado is approaching behind the player in the vehicle
15. People rioting - run into these crowds
Monday, February 23, 2009
Two ideas for Sentric Sound project
Sound #1: One idea I had for the project was making a violent game base off of sound. You would have to react to a side kick who would tell you what to do in a serious situation. For example, the side kick would tell you to "kill him." You would have to beat him to death or kill him with a weapon. He might tell you to "run upstairs." You would run upstairs to avoid a terrorist in the room. Others could tell you to be cautious when you are around dangerous enemies. This is basically a game revolved around reacting to enemies from sounds that come from side kicks.
Sound #2: Another idea was to have a game where the avatar reacts to the sound effects and the music in from objects in the environment. If a certain song or sound effect goes off, then the player would have to fight an enemy or drive a certain vehicle while the song or sound effect is playing. The avatar also can destroy objects in the environment on a unique beat. The score at the end is determined on how many times the avatar uses his actions on every song or sound effect.
Anybody reading this, reply and tell me what you think.
Lamar Peoples
Sound #2: Another idea was to have a game where the avatar reacts to the sound effects and the music in from objects in the environment. If a certain song or sound effect goes off, then the player would have to fight an enemy or drive a certain vehicle while the song or sound effect is playing. The avatar also can destroy objects in the environment on a unique beat. The score at the end is determined on how many times the avatar uses his actions on every song or sound effect.
Anybody reading this, reply and tell me what you think.
Lamar Peoples
Sunday, February 1, 2009
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