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Musical RPG APP

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Post  Piola Thu Sep 22, 2011 4:58 pm

Hello everyone. I like everyone's ideas so far and find them very intriguing. My idea for a video game is one where your like a little musical note guy who lives in a world full of music. The gameplay I guess would be sort of like Paper Mario meets Parrapa the Rapper (If you have suggestions on Game Play please reply Very Happy ) ). The game would include different genres of music each with a corresponding boss. If anybody is interested or has more ideas about this game please leave a reply. cyclops
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Post  Dariel00 Thu Sep 22, 2011 7:43 pm

I would marry this idea if I could. During my acoustics class I starting brainstorming RPG mechanics (tabletop but this can totally transfer to a pcRPG). Some of the ideas were just renaming classic rpg stats to musical/acoustic counterparts. One of the most basic ideas I had was to base magic off of waveforms, and classifying schools of magic and it's power in this way. (amplitude being the strength of a spell, period being the speed, and schools of magic falling under sinewaves/square waves, triangle waves, and sawtooth.)

Music being a more intuitive and human application would describe the attributes of the actual character. Like renaming the Strength, Reflex, and Fortitude stats to something like Dynamics, Tempo, and Rhythm.

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Post  Break Man Thu Sep 22, 2011 7:46 pm

This has already been done, to an extent. It was called Eternal Sonata. Not to the extent you're talking about, but elements are already there. It was a pretty good game, though. It was rather fun watching Chopin beat the baddies with an enormous conductor's baton.
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Post  Dariel00 Thu Sep 22, 2011 7:51 pm

Break Man wrote:This has already been done, to an extent. It was called Eternal Sonata. Not to the extent you're talking about, but elements are already there. It was a pretty good game, though. It was rather fun watching Chopin beat the baddies with an enormous conductor's baton.

Fun game! But there's no reason a different take on the idea can't be done.
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Post  nintendude794 Sun Sep 25, 2011 4:10 pm

Piola wrote:Hello everyone. I like everyone's ideas so far and find them very intriguing. My idea for a video game is one where your like a little musical note guy who lives in a world full of music. The gameplay I guess would be sort of like Paper Mario meets Parrapa the Rapper (If you have suggestions on Game Play please reply Very Happy ) ). The game would include different genres of music each with a corresponding boss. If anybody is interested or has more ideas about this game please leave a reply. cyclops

I'd be curious to apply scales, modes, intervals, and pitches to this.

If each character in one's party has a Pitch/Note, the ones with a smaller Interval between each others' pitches cooperate better in combat. For instance, one party member is a [middle C] whereas another is a G: you measure the interval as closely as possible, in this case a descending perfect fourth. As to whether the interval is shorter in ascending or in descending, that ascension or descension could somehow affect the way in which they cooperate; two party members who are closer-- nevermind, that doesn't quite work. It will always be upward from the lower pitch or downward from the higher pitch, so you'd need a way to declare one character more prevalent than the other in order to declare the interval as up or down...

Scales can be formed of your 5-12 party members, and arranging those scales in different Modes can raise certain attributes of your party. Say your party lacks Defense stat: "Arrange a Dorian scale to heighten your party's Defense!"

Too complicated for non-musicians? Thinkin' aloud here nonetheless.
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Post  Piola Sun Sep 25, 2011 4:43 pm

nintendude794 wrote:
Piola wrote:Hello everyone. I like everyone's ideas so far and find them very intriguing. My idea for a video game is one where your like a little musical note guy who lives in a world full of music. The gameplay I guess would be sort of like Paper Mario meets Parrapa the Rapper (If you have suggestions on Game Play please reply Very Happy ) ). The game would include different genres of music each with a corresponding boss. If anybody is interested or has more ideas about this game please leave a reply. cyclops

I'd be curious to apply scales, modes, intervals, and pitches to this.

If each character in one's party has a Pitch/Note, the ones with a smaller Interval between each others' pitches cooperate better in combat. For instance, one party member is a [middle C] whereas another is a G: you measure the interval as closely as possible, in this case a descending perfect fourth. As to whether the interval is shorter in ascending or in descending, that ascension or descension could somehow affect the way in which they cooperate; two party members who are closer-- nevermind, that doesn't quite work. It will always be upward from the lower pitch or downward from the higher pitch, so you'd need a way to declare one character more prevalent than the other in order to declare the interval as up or down...

Scales can be formed of your 5-12 party members, and arranging those scales in different Modes can raise certain attributes of your party. Say your party lacks Defense stat: "Arrange a Dorian scale to heighten your party's Defense!"

Too complicated for non-musicians? Thinkin' aloud here nonetheless.

I don't think its too complicated Very Happy , I think using the characters as different pitches and arranging them into different scales, (maybe like paradigam shifts in FF13?) Is a great idea. The way we could workout any complication issues with a non musically inclined audience would be to slowly introduce them to the scale and pitch system until they eventually get the hang of it. Very Happy The idea is really cool Cool though. I'd like to hear more.
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Post  Piola Sun Sep 25, 2011 4:54 pm

Dariel00 wrote:I would marry this idea if I could. During my acoustics class I starting brainstorming RPG mechanics (tabletop but this can totally transfer to a pcRPG). Some of the ideas were just renaming classic rpg stats to musical/acoustic counterparts. One of the most basic ideas I had was to base magic off of waveforms, and classifying schools of magic and it's power in this way. (amplitude being the strength of a spell, period being the speed, and schools of magic falling under sinewaves/square waves, triangle waves, and sawtooth.)

Music being a more intuitive and human application would describe the attributes of the actual character. Like renaming the Strength, Reflex, and Fortitude stats to something like Dynamics, Tempo, and Rhythm.

This is a great idea. Very Happy Changing the stats from what they usually are in standard RPGs into music lingo would greatly separate the game from just another standard RPG. Also I'm curious as to what you mean by the different waves being like magic? Do you mean for the waves to be like the standard magic like thunder, blizzard, fire, etc? Or that this is what the attack magic would look like graphically when done in the game?
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Post  Dariel00 Sun Sep 25, 2011 8:41 pm

Piola wrote:
Dariel00 wrote:I would marry this idea if I could. During my acoustics class I starting brainstorming RPG mechanics (tabletop but this can totally transfer to a pcRPG). Some of the ideas were just renaming classic rpg stats to musical/acoustic counterparts. One of the most basic ideas I had was to base magic off of waveforms, and classifying schools of magic and it's power in this way. (amplitude being the strength of a spell, period being the speed, and schools of magic falling under sinewaves/square waves, triangle waves, and sawtooth.)

Music being a more intuitive and human application would describe the attributes of the actual character. Like renaming the Strength, Reflex, and Fortitude stats to something like Dynamics, Tempo, and Rhythm.

This is a great idea. Very Happy Changing the stats from what they usually are in standard RPGs into music lingo would greatly separate the game from just another standard RPG. Also I'm curious as to what you mean by the different waves being like magic? Do you mean for the waves to be like the standard magic like thunder, blizzard, fire, etc? Or that this is what the attack magic would look like graphically when done in the game?

I was thinking it would be different spell types. Like maybe one can be offensive spells, others defensive, and others utility and so on. Or we can break them up and replacing lightning/fire/water spells instead. I definitely want each school of magic having the synth qualities of the corresponding waves.

As an extension of nintendude's idea. The characters relation by interval can effect spell combinations, like Final Fantasy Chrystal Chronicles if you've ever played them. Also, the pitch quality of the characters can lend to their narrative roles. Like the main character being the tonic(C), his right-hand man being a perfect V (G) and the main antagonist or anti-hero being having the tritone (F#).
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