Some of the music in Anthymnis part of the core gameplay. Jessie’s post talks about the creation of the game’s music, but there was an important process to convert that music into gameplay.
In the game we’ve prototyped, the boss plays a song first, while the player can run or use spells to defend, attack or heal. The player then performs the first part of his composition while the boss can run or use spells to defend and attack. The battle has the following structure: Boss -→ Player → Boss → Player → Boss. After the last boss section, the battle is over, but the player can finish her off before that last section depending on his performance.
Both the boss and the player need stinger sounds for spells. In ProTools, we have placed markers into places we believed would deliver good playability using notes, repetition and existing mechanics.
Each marker was then named and assigned to its specific note following MIDI guidelines.
A spreadsheet from the markers was exported with the timing for every note, name, number, note type, other game-specific labels. This document can be used by any person on the team to refer to the playable music design, but it is crucial to our programmers when implementing the timing.
Eventually, an XML document was created where any person on the team could input this timing to alter the game’s balance and its specific notes and release timing could be directly embedded in the game code to take a load off of our programmers.
Play-testing is still being donee to better calibrate the number of keystrokes and musical playability of the game so that it’s an immersive play experience and flows the way we intend.
Anthymn has its own blog, where you can check out more details about our process including paper prototyping, creating the pipeline for the company and dealing with clients. To check out the full blog, please click here.
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