Yesterday got started on the dynamic music logic. I looked up a bunch of youtube tutorials on how to do adaptive or generative soundtrack. There seems to be some really useful channels like Valkyrie Sound in particular. Most of them are about layering music.
Since I don’t have too much experience in composing music and so making sure the layers sound musically robust would be challenging. So i went for a more simplistic approach that is to record the notes and play them in a sequential order (on a scale that is pleasant right now I am using the jazz lydian scale C) at a fixed tempo.
When the game changes that the loop that plays the sound will adjust so the timing between the notes will change (at a random range). One of the interesting things I noticed about myself when I was putting the blueprint together I am developing a slightly better intuition on what things need to happen first or how to fire and update certain variable better. For example I was trying to figure out how to update the timing variable based on game states when the execution comes from begin play. I figured out I need to call the function of the update in the loop and it should “work”.
I worked on some draft of a mug shot if the player fails. this is a render from blender but I am tempted to have it inside of UE4 and use scene render texture. Oh I also added input instruction in the main menu of press spacebar to pick up and battle as well as hold down shift to run.
To do tomorrow:
procedural music: hook up the game state to change the tempo and the volume
exit door for the main menu to quit the game
I’m thinking maybe either a stack of photo or a tv broadcast announcement. to indicate the state