Music Monsters

 

Concept: Imbue a prototype creature (Zyk) with characteristics and abilities based upon thirty seconds of MIDI data, then release the creature into a level and control his newfound abilities to reach checkpoints ranked by difficulty.

Two modes:

1.     Normal: Restricted to one key (user chosen), quantizing notes (to the 1/16), chord hotkeys. User may be able to turn these off if we get those controls in.

2.     Expert: Full Òvirtual pianoÓ, no restrictions. Should be able to handle a MIDI keyboard.

Alternating Stages:

Trainable Zyk Traits:

Part of gameplay is discovering which aspects of music affect which traits. After the player activates certain traits through music, theyÕll get a list of correlations in their ÒMemosÓ section. This can be viewed at any point in time. Knowledge of all traits wonÕt be necessary, as levels will have multiple means of completion.

Special

Negative Feedback

Level Design

What is MIDI?: MIDI (Musical Instrument Digital Interface) records the duration, intensity, and frequency of a musical note as raw data that can be used towards many other outlets beyond the creation of sound.

 

Detailed Game Progression:

            The game opens up with a vocoder (digitized human voice) introducing the player (ÒyouÓ) to IRAIL (The Institute for Researching Aurally Intelligent Lifeforms). As a new recruit to IRAIL, the instructor explains your duties as part of the on going research in the institute. These instructions will be part of a trial level, and outline the basic schematics of game play.

            First, the player is introduced to Zyks, the race of lifeforms in question at the institute. Zyks have a strange relation to music, and exposure to different musical properties mutates the ZyksÕ physical and mental traits. Here the player might see a series of different mutated Zyks and hear the ÔthemesÕ that created them. After this explanation the player sees Lio, their own personal AILIOR (Aurally Intelligent Lifeform in On-going Research). This will be the main screen of the first stage of the game ÒTraining.Ó

 

            Training: During this stage of the game, the player has the opportunity to shape their Zyk, ÒLioÓ, however they wish through the use of MIDI input based on a com-keyboard schematic (or actual music-keyboard).  The player is given a background beat/drum track, and then will play along (hopefully in time).

            The player has thirty seconds to introduce their character to a brief ÔthemeÕ. At any point in time, the player can edit or retract the notes that theyÕve played, reverting Lio to the state he was in before he heard them. As the player creates the notes, they will be quantized (To the nearest 1/16 in easy mode, or 1/32 in expert) so that during playback all of the notes will be on the beat and in rhythm. In consequent levels, the player will have the option of starting off with an entirely blank Zyk, or adding more themes to Lio to further advance his statistics (recommended).

             

The screen will be set so that the upper half contains the image of the Zyk (preferably transforming in real time, though this may not be feasible). The lower half of the screen is divided into two parts. The higher part will be a list of ÒRegistered TraitsÓ that the Zyk has understood (for instance, the different chords, rhythms, keys, intensities, or frequencies). The lower part will be a score which shows the notes the player inputs. It will also, on the EASY mode, have a scrollable wheel which will show the key the player wants, if he/she wishes to map that onto the ASDFGHJKL row of the com-keyboard (for ease of use).  

 

 

            Once the player has the Zyk theyÕre happy with (Thirty seconds of MIDI data will be accepted), they ÔejectÕ the Zyk into the environment, beginning the second stage of the game.

 

            Exploration: The second stage of the game involves controlling Lio through levels in a more typical gaming style. Levels expand and then coalesce in this pattern:

Ideally, there would only be perhaps three commands. Of course, these commands would have been influenced by the MIDI input. The general scheme would be as follows:

            ÒJump/DiveÓ – This command would handle the vertical direction of the Zyk. A jump, or a dive into water possibly.  (W/S)

            ÒAttackÓ – This command would handle interactions with other hostile creatures in the environment. (A)

            ÒSpecialÓ – This command would be reserved for unique abilities the Zyk adopted from the music input. (D)

            On top of this, there would be the typical left/right controls. (§,ˆ)

 

            Sample Walkthrough: The player begins on a small platform. Beneath them and in plain sight is a gray flag. This is the Òfailure flagÓ. Players who get to this flag lose one point of renown, and cannot continue on their path as long as they have a gray flag in any level. The gray flag appears in the event a player is simply unable to reach any other flag.

            In front of the player to the left is a successive row of holes, each of which is covered by boards of different thickness. The player can go as far as possible, and when their weight is more than what the board can handle, or if their speed is such that they canÕt run fast enough to get off the board when it breaks, then they will fall down and get access to a separate part of the level. This set might be divided based on enemies. The general approach for levels is that they will have several possible branches, each of which will end in flags relevant to how difficult or advanced the Zyk had to be to get there.

 

            End Condition: 50 points of Renown. The player has the ability, while advancing through the levels, to return and play old levels. However, when old levels are played, the player will NOT get to go through the Training stage again. Instead, they can simply use any newly acquired traits from other levels. If the player unlocks a different branch on a second play through, then any new level will have the Training stage. Also, the player cannot count more than one checkpoint from any given level. The highest checkpoint of all play throughs will be considered when calculating renown.