public:t-vien-07-1:group_5
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public:t-vien-07-1:group_5 [2007/02/22 22:22] – krilli | public:t-vien-07-1:group_5 [2024/04/29 13:33] (current) – external edit 127.0.0.1 | ||
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- | ===== Approach ===== | ||
+ | |||
+ | |||
+ | ===== Approach ===== | ||
+ | <del> | ||
* How are you going to make your environment help us get to this better place? | * How are you going to make your environment help us get to this better place? | ||
* What special features will it have that help you reach your goal? | * What special features will it have that help you reach your goal? | ||
- | * What other seemingly useless but cool features will it have? (perhaps they' | + | * What other seemingly useless but cool features will it have? (perhaps they' |
- | Users (players) can pick up or steal sounds from the environment and arrange them on mechanisms that play them back. Revolving discs, perhaps. The placement of the sound objects on the mechanisms determines the sequence in which the sounds are played. Users can place different pitches of the same sound, and from there you’ve got the building blocks of simple melodies. | + | Users (players) can pick up or steal sounds from the environment and arrange them on mechanisms that play them back. Revolving discs, perhaps. Think radar. The placement of the sound objects on the mechanisms determines the sequence in which the sounds are played. Users can place different pitches of the same sound, and from there you’ve got the building blocks of simple melodies. |
There will be a selection of percussive and melodic sounds - and even phoneme sounds to create something that sounds slightly like speech. | There will be a selection of percussive and melodic sounds - and even phoneme sounds to create something that sounds slightly like speech. | ||
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Applying sound effects or filters to sound is also fun - and hence popular. Having the effects represented as physical objects would be very inviting to players - for example, an echo effect being controlled from a sort of radar-disc like deflector, whose orientation and distance from the playback machine controls the effect itself. | Applying sound effects or filters to sound is also fun - and hence popular. Having the effects represented as physical objects would be very inviting to players - for example, an echo effect being controlled from a sort of radar-disc like deflector, whose orientation and distance from the playback machine controls the effect itself. | ||
- | An online version of this would be pretty fun too. | + | An online version of this environment |
- | ===== Prototype ===== | ||
+ | ===== Prototype ===== | ||
+ | <del> | ||
* If you don't get to implement the whole system as you imagine it, what will your prototype at least be capable. | * If you don't get to implement the whole system as you imagine it, what will your prototype at least be capable. | ||
* This is where you control expectations. | * This is where you control expectations. | ||
+ | </ | ||
The prototype would be one of this radar-disc like mechanisms that plays back the sounds from the objects placed upon it, and a source of sounds to put on the table. The sounds will be able to have different pitches. | The prototype would be one of this radar-disc like mechanisms that plays back the sounds from the objects placed upon it, and a source of sounds to put on the table. The sounds will be able to have different pitches. | ||
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