Showing posts with label GuitaRPG. Show all posts
Showing posts with label GuitaRPG. Show all posts

Thursday, August 7, 2008

It's Official.....

I helped design Guitar Hero 4: World Tour!

Skip ahead in the video below to 6:00 minutes and listen carefully.



Sound familiar? I type out the quote in case you need to see it in print.

"We've really been inspired by a lot of like kinda unique controllers for making and creating music ..um and like part of the youtube underground like guitar hero phenomenon is people using guitar for creating music using a variety of different software... So that was like a big inspiration for us..... and apply that to our new technology."

If you're unsure of how this quote connects to me, take a look at this.

I expect a free copy of Guitar Hero 4 for the Wii on my doorstep later this year.

Monday, April 14, 2008

GuitaRPG Update

I fixed a bug in the record function. Now the system will play back the right notes in the rhythm that was actually played instead of making up its own song.

I added a tempo keeper or metronome. I'm trying to design the whole game to have a rhythm or a beat. This continuous beat would make a transition between otherwise disjointed sections of the game. It won't be as overt as a ticking metronome, but more internalized like a heartbeat.

I created a music recognizer. This little tool recognizes if a certain progression of notes in a specific order are played. It works hand in hand with the metronome to keep the player playing the right notes on the right beats.

Music, however, isn't always about fixed rhythms and note patterns. Even when playing the same thing repeatedly, there is an acceptable level of variation. The same notes can be played with a slight change in the rhythm, or the same rhythm can be played with changes to the notes. This dual layered quality of music recognition makes up the foundation of the musical identification (music ID) system I'm designing for GuitaRPG.



Ideally, the game will be able to recognize note or rhythmic similarities from what the player plays. Think of it like musical Uno; instead of colors and numbers, it's notes and rhythm. GuitaRPG will have a small library of musical IDs, but the game will also be able to recognize patterns from examples the player has played previously. For example, if the player plays the beginning of the Mario theme, then that section can be identified and stored in the game. It's even possible for the game to calculate how "Mario" a players style is.

Currently, I'm working on the intro-tutorial section of the GuitaRPG. Rhythm Tengoku and PaRappa the Rapper have heavily influenced my design of this section. I'll have a new demo out soon, and with it a new podcast.

It's all very exciting. Stay tunned.

Friday, April 4, 2008

GuitART Styles

I'm trying to find an art style for the game that I can produce a lot of images in quickly. I do pen and ink, charcoal, and water colors of still life very well I think. I have a sample of something I tried for the game art at the top, and the next three are examples of pictures done in each medium respectively.

I have a particular affinity to still life, hands, and the idea of the "awesome in the ordinary." I'm really tired of all the "super cool," "super macho," and "super sexy" characters that overpopulate our media. And I'm quite sick of the mass media concept of an adventure which include an excess of explosions, guns, magic, and jumping out of fast moving vehicles. I believe real stories and real characters can be so utterly silent and happen so quickly that it takes a bit of redefining and slowing down to remember them.


So hows this for a set of main characters? Since I first got my N.E.S. as a child and played Super Mario Brothers 3 with my brother, heros, in my mind, come in pairs. If you have ever read any of my writing, it's obvious that I only write from my own experiences. This tends to make all of my main characters me. So it's no surprise to me that the main characters of GuitaRPG will be two characters that resemble my brother and me (and maybe my sister somewhere down the line). When was the last time you saw a pair of Black main characters in your games? Let alone ones with normal hair cuts, and normal clothes. I'm even keeping our glasses. I want to communicate to the player, or the onlooker, that the material in this game isn't created from a stretch of the imagination. Though it may be packaged in an unconventional way, it's all stuff from my life. I don't think I could tell a story using real music without being real in this regard as well.






Wednesday, March 5, 2008

GuitaRPG: Fitting Form to Function

These final few days before Brawl hits, I've been deep in thought devising the visual style for GuitaRPG. Unlike Neo*RPG where I ripped the majority of the sprites from a Geometry Wars clone on the PC, I plan on hand illustrating all the art (or at least getting some help doing the artwork). The process has been a slow one because I have to pick a style that I can easily produce a lot of images in, while also keeping in mind that the form of the objects in the game must serve their function. Even from what little conceptually I have thought through of GuitaRPG's core gameplay, I know I want to put a strong emphasis on color. Because the buttons on the Guitar Hero Guitar controller are color coded, I'll be adapting this color scheme to develope a universal color code that the game will follow. In order to accentuate this color code, I plan on illustrating GuitaRPG with solid shapes that create contrast with simple areas of black and white (and to a lesser extent grey and even brown).

As I work on some preliminary images, feel free to visit my Deviant art page.

To conclude, I'll provide examples of other art styles that I'm drawing inspiration from. Notice the differences in how detail is created. Textures. Layered flat colors/shapes. Fine pen work.









~stay tuned

Thursday, February 28, 2008

GuitaRPG Features Showcase



Special thanks to Nick Bakewell for jamming out on his real guitar, and Jrhee for reminding me to make the video.

Check out the small version over to the right!

Saturday, February 23, 2008

Critical Casts #5 Everyday Guitar Bros.

In this podcast we, my brother and I, talk about Everday Shooter and GuitaRPG. The show also features a "special guest." As I promised there is a new design challenge ready and waiting for all of you to tackle.


DOWNLOAD CRITICAL-CASTS #5 HERE


I'll have the latest GuitaRPG demo and the Design Challenge post up soon.

Show Notes:
We out.

Sunday, February 3, 2008

Critical Casts #3 GuitaRPG




This podcast is all about listening....

You can download Critical Casts 3 HERE

Now you can watch it...

GuitaRPG youtube tutorial

Show Notes...

Download the GuitaRPG demo..HERE
  • If you don't have a guitar hooked up to your PC, try using 1-5 for the fret buttons and to strum.


Use this GlovePIE script (just copy paste it)


Key.i + Wiimote.Rumble= wiimote.RawAccz > .75
Key.m + Wiimote.Rumble= wiimote.RawAccz < .30

Key.1 = Wiimote.Classic.A
Key.2 = Wiimote.Classic.B
Key.3 = Wiimote.Classic.X
Key.4 = Wiimote.Classic.Y
Key.5 = Wiimote.Classic.ZL
Key.6 = Wiimote.Classic.R
Key.8 = Wiimote.Classic.Minus
Key.9 = Wiimote.Classic.Plus
Key.Backspace = Wiimote.Classic.Down
Key.Backspace = Wiimote.Classic.Up

Wiimote.Led1 = true
Wiimote.Led4= true

Key.P = Wiimote.Plus
Key.M = Wiimote.Minus