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Audiosurf 2 muse
Audiosurf 2 muse







Note there are two situations of music when considering implementing the music and its input commands i.e. In some cases, the player is not required to defeat the enemy in order to proceed to the next location. When in combat state, the player can choose to defeat the enemy. When in normal state, the player can choose to restore inspiration/texture and explore the platform/ passage and solve music-related puzzles.

audiosurf 2 muse

In each platform/ passage, a section of a piece of music is playing and looping, which directs the pace and all combat actions. It is the location where the main actions take place. The platform/ passage is the basic game world structure and gameplay loop. Music pieces that can be collected to use with the cadenza abilityĮnemies (to be designed) Puzzles (to be designed) Gameplay Small Loop: The platform/passage Pause the music for a while during which both the player and the enemy cannot take combat actionsĬollectables (later in development) Category Music Abilities (later in development) CategoryĪdd special attack effect, extra effective to certain enemiesĬhange the current music to the pre-selected one form the collected masterpieces The player reaches the end of the last level

audiosurf 2 muse

The player will respawn at the nearest checking point Items that can be collected in the game levels, has an instant effect or can be used with special abilities Passive music ability, needs to be used with combo attack/combo defenceĪctive music ability, cost inspiration to use In combat state input a basic attack command that fits the rhythm of the music that’s playingĬan be attached with an offensive ability The number of the input commands determine the effectiveness of the comboĪ single melody and the rhythm is contained in the melodyĪ melody with bass rhythm as accompaniment and the melody and rhythm are separatedĢ or more consecutive input commands that fit the rhythm of the music that’s playing The state when the player is engaged in combat with enemiesĬan be restored by completing melody combos in normal stateĬan be restored by completing rhythm combos in normal stateĢ or more consecutive input commands that fit the melody of the music that’s playing (sometimes the melody also contains the same rhythm to the bass rhythm, but the input of melody cannot replace the input of rhythm: difference between monophonic and homophonic music) The state when the player is not engaged in combat with enemies or in other gameplay activities (e.g. The overall score of the player, starts with 10000 and decreases when taking damage ( texture decreases) The basic game world structure and gameplay loop The overall pace of the game, similar to the playing speed setting of a multimedia player The detailed actions will be explained in Gameplay section. Meanwhile, there are music puzzles, such as lock picking, trap disarming, etc. For the enemy, they attack, defend and use abilities according to the music as well. For the player, the music actions include restoring inspiration and texture, basic and combo attack/ defence and music abilities. Act along the musicĪpart from receiving the passive effect on pace, the player and the enemy also have to act along the music’s melody and rhythm. The music’s pace also affects the pace of the story and the overall flow of the game. So when in a platform with music of slow tempo, both the player and the enemy move and act at a relative slow pace along the music. The pace of the player and enemies’ movement and actions are in accordance with the tempo of the music. The game offers option for an unparalleled game experience of high integration of music and action adventure game.

audiosurf 2 muse

The adventure of the game will be set across environments ( platforms and passages) of music themes, so does the light comic story. So the score starts with 10000 and every time Muse (the player) takes damage, the artistry decrease. The player’s goal is to escape the alien music realm and try to keep Muse as well as possible. As the game progresses, the music becomes increasingly complex in melody and rhythm. In brief, the game replaces the conventional gameplay elements in adventure games with music-related ones.Įach level features a different piece of music and each platform/ passage features a different section of the piece. In The Last Muse, almost every part of the gameplay is connected with music, from the pace of the game, to attack/defence and music abilities. The Last Muse features a music thematic adventure. To break up the scheme, players have to escape the alien music realm, and defeat enemies and traps along the way by “performing music” to unleash various abilities according to the rhythm and melody of the music that’s playing. They want to imprison Muse so as to eliminate all music on Earth.

audiosurf 2 muse

The Last Muse is a 2D isometric “music adventure” game for PC, in which players play the last Muse, who’s been kidnaped by some alien music creatures to a strange music realm.









Audiosurf 2 muse