Two new generative scripts for the ZGameEditor Visualizer in FL Studio.
CoreDump generates an endless flow of digital text when your track’s level peeks,. appearing like pseudo-code, or the dreams of an insane AI. The text can include personal message typed in the Settings screen.
N-gonFigure is a warping/regenerating geometric form that reacts to the peeks of your track, and the tempo as well. The blending of the patterned elements generate a stream of figures forming endless patterns.
The video is just some random noodling with these two new scripts settings.
Some music production is underway,. setting up the studio, testing some new/old gear (new to me, old to the world).
I recently found this Korg DW-6000, unused for some time,. so I got it for under $100. Some of the switches are sticky, or hard to activate, or both, (press 3 get 33, really annoying when saving!) may replace them, although there is not that much to program here,. the six filters are analog and give the thing a real nice sound, especially in unison mode. Probably just live with the decrepitude and let the random fluctuations drive innovation and new ideas.
This is the current state of a little interface for creating tunes on Android devices (shown here is a Nexus 7).
This now features 5 tracks of synthesized drums, (16 steps x 8 patterns), with the newly added single synth part, on the second page of controls. This may expand to 2 or 3 synth parts, and more patterns will likely be added as well. Currently working on adding note bending interface elements.
The sliders work on speed of movement, so that slow movements enable fine control and faster slides get quick changes,. experimental still.
The interface/application is being constructed using the ZGE engine, with the SunVox Modular sound engine handling the actual sound synthesis.
From the current build of this one,. the title screen/menu.
The first wave-type is the basic system the original game had, where the darkMatter swarms around the edges, and the larger AI lifeforms seek out the player, firing blackBullets all the while.
Here you can see another wave, these all move only in the cardinal directions (no angles). Long lines of them spawn on the top and bottom edges and a sub-boss whips around from the sides dropping more,. they all fire blackBullets.
I have a large range if ideas for patterns, formations and groupings of this blackBullet darkMatter system. As well each type will have unique music. I was just able to get the music system playing on the device and I have been building a collection of music networks to draw on for this and other games.
Here is a test video of the new beatBox feature added to the Scary Robots game. In the Options menu use “bBox” to access this at any time when playing.
Watch this in HD! (I have finally worked out a good video capture process,. Yippy!)
In the final game, it will likely require the completion of a few levels to gain access to this music machine. Currently it simply features a few sounds I have selected, however the plan is to add Sound Selection and Effects manipulation controls as well, and what ever else we come up with.., Robot algorithmic beat creation??
This is an added feature that has nothing to do with gameplay,. (yet?) It is fun to create funky music from the games sound effects.
So here is the new DEMO to test out the game on your PC computer. Needs to be a gaming PC as nothing is optimized at this stage of development.
Just extract the whole folder anywhere on you PC and run the executable file to play the game. We have also tried to balanced the amounts of DarkMetal needed to open each level, it is much easier to open all five levels now. As long as you don’t get a fail! Fail cuts your DM in HALF! This is like Permadeath Light.
Some of the planned features for the game include;
More areas, the five levels of the DEMO take place in the first area (although the actual terrain is randomly generated), new areas will have different looks and feels, more and stranger plants as well as more and different Robots!
Game pad support is next up, for PCs,. as well as for OUYA testing.
More music and sounds, the current FX are minimal, with many placeholder, or missing,. more will be added.
Improvements to most of what you see now, as the development process is based on the idea of getting the ideas playable, and then iterating over and over to polish and expand on them.
Some ideas that will be tested for playability;
Wind – currently the clouds and their shadows on the ground move,. this will represent the wind that will effect the player and robots in the air,. as well as projectiles as they fly,.
Player built Structures – similar the the turret building in vectorLocust, some defensive/offensive builds may be added to expand on the basics of the battle mechanics.
As was done with Debug Formulation, a step-based editor for creating music, using the sounds from the game, will be included in the final version of Scary Robots. Work has begun implementing an interface into the Options Menus of the current game build. Here is a quick screen-shot.
This will let the player make funky music using the internal sounds from the game and will provide many options for tweaking the sounds and effects.
This is a very fast beat, and an effort to create an evolving sound. In the game these musics will loop, as people will play a level for different amounts of time. I am working on developing strategies to keep the sounds interesting, by having patterns and settings change and evolve as they play. This is a rendering of a composed loop that plays twice, however with the random effects and offset LFO control settings it never sounds the same. More to come,. .
What the above music looks like in the SunVox editor;
here is a video of the new Flying Squid-Bot in the game;
The proto-demo has been updated with some gameplay tweaks, the new bot, one new music, and two new levels;
ScaryRobots_alpha_004 (513kb) This is the Windows PC version of the game, requiring a decent gaming system with a 3D card (not likely to perform well on netbooks and such). Give it a try. Just extract the folder anywhere on you PC and run the executable file to play the game.
These flyers now fire a few random shots off each time you hit them,. this looks better than the video and makes them even more menacing. Try the demo to see for yourself.
Everything is subject to change. These demos are for testing and feedback. Thanks for playing.
Here is the playable demo of the prototype, as of December 10th 2012. It is a Windows PC version of the game, requiring a decent gaming system with a 3D card (not likely to perform well on netbooks and such). Give it a try.
ScaryRobots_alpha_003 (511kb) Just extract the folder anywhere on you PC and run the executable file to play the game.
More video, screens, and music tracks will be posted shortly. Development continues at a rather quick rate. I am working to a PC release in the near future and the OUYA version when I get a system to work with.