Now comes the fun bit: figuring out how I'm going to get the synaesthetic feel I want. After playing with beat tracks from freesound.org, I hit upon 140 bpm. My idea is that a triggered sound effect will not play immediately, but will be held until the next beat. Or maybe half-beat, if it works--I don't want there to be too much of a delay between the trigger and the actual sound.
Looking ahead, I'm going to need someone to do all the music and sounds in the game. Ideally, I want three to five loopable background music pieces (although I really only need one), with drum track, bass track and melody track in separate files; a two-measure intro; and two endings: a win ending and a lose ending. Plus sound effects: eating a power pellet, eating a ghost, eating fruit. Maybe a couple sounds for menu navigation and selection, although some of the game sounds may work there. I'm not looking forward to the prospect of having to pay fro that.
Ah, what else is there to do? I still need to:
- Implement ghosts, and their behavior
- Implement model animation, so the player model can chomp
- Implement a working HUD
- Implement power pellet functionality
- Implement a win condition
- Fix the camera jerk when crossing edges vertically
And then I'd have a game I'd be willing to release. Current wish list is:
- Multiplayer
- Non-cubic maps (I really want to have the other regular polyhedra)
- Some slick graphics (shaders, particle system)
Wow. That looks almost manageable.
Oh, yeah. even though the player model isn't comping, pellets are now being eaten as the player moves through the maze.
...so it isn't really sexy or showcase-able...
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I post loads of entries like this and nobody ever comments. Honestly, people round here are such screenshot-whores
Like the idea of triggering sounds on the beat. Not really come across that in a game before, could make a really interesting result.