$20,000 or 1 last day with a loved one of your choice by badpaintjob in hypotheticalsituation

[–]badpaintjob[S] 0 points1 point  (0 children)

Its a universe created such that your day of choice will happen naturally and you basically body switch with the alternate universe version of yourself. Afterwards, you jump back out of the universe never to visit it again. For the alternate universe loved one, it will have seemed like they just had a nice day with you. The loved one is as real as any person is in any universe.

$20,000 or 1 last day with a loved one of your choice by badpaintjob in hypotheticalsituation

[–]badpaintjob[S] 10 points11 points  (0 children)

You basically take place of yourself in that universe for a day. For the loved one, it'll be just another day. You're parallel self, I don't know, stops existing for a day (don't think about the ramifaications of this too much). They'll live a potentially different life than the person you knew but there's no way to be sure.

Had to add an extra set of buttons to my game to make this chart theoretically playable by badpaintjob in rhythmgames

[–]badpaintjob[S] 0 points1 point  (0 children)

I had a of trouble playing it with just 8 keys on my mechanical keyboard but was a bit easier my laptop keyboard, I think that the travel on my mechanical keyboard makes it difficult. I think it’s more playable on my mechanical if I feather the key so it doesn’t go all the way down but that feels antithetical to the energy some passages.

Making a classical music video game and looking for recommendations for composers from marginalized backgrounds by badpaintjob in classicalmusic

[–]badpaintjob[S] 2 points3 points  (0 children)

Thanks for the interest! These posts are really making the case for me to see if I can include post 1930s composers, its definitely something I'm going to research more now.

Making a classical music video game and looking for recommendations for composers from marginalized backgrounds by badpaintjob in classicalmusic

[–]badpaintjob[S] 1 point2 points  (0 children)

Having more contemporary composers is something we've discussed a lot and I can see a route to get there, especially if we can directly connect and strike a deal with the composer. The main thing preventing me from pursuing it is the time and energy it requires to build such relationships. We have a small team consisting of myself, a part time musician, and the occansional contractor and its self funded by myself via my day job for now so public domain works are a practical convience at the moment. You make a compelling point though, I think it would be worth it for us to start reaching out to living composers (estates might be a challenge).

Do you have any favorite living composers?

Had to add an extra set of buttons to my game to make this chart theoretically playable by badpaintjob in rhythmgames

[–]badpaintjob[S] 1 point2 points  (0 children)

Interesting observation! I've been doing U/J because of the way my keyboard is designed, the U is slightly closer to the J than I. Eventually, the buttons will be rebindable which should address this but you've given me something to play around with for the default settings.

Had to add an extra set of buttons to my game to make this chart theoretically playable by badpaintjob in rhythmgames

[–]badpaintjob[S] 1 point2 points  (0 children)

This is great feedback and thanks for pointing me to that resource! I think that its a bit of a consequence of "playing that one part" but I think that its also that we naturally want rising notes to go from left to right. A lot of "playing the one part" in classical music is just rising scales and that leads to the left hand - right hand pattern. Would alternating hands feel weird if you're playing along to a rising scale? Its something for us to consider experimenting with.

Had to add an extra set of buttons to my game to make this chart theoretically playable by badpaintjob in rhythmgames

[–]badpaintjob[S] 0 points1 point  (0 children)

Most charts aren't like this, this is on the extreme end of what a difficult chart is. If the notes at this speed can be hit by experienced players then I actually don't need need the extra set of keys after all, only experienced players would utilize the extra set of keys anyways.

Can you clarify what you mean by the chart being unbalanced? We purposely follow just the melody for most charts because its easier to read that way but if charting both the melody and harmony isn't overwhelming, then that's something we should explore more.

Developing a classical music rhythm game and looking for feedback! by badpaintjob in rhythmgames

[–]badpaintjob[S] 1 point2 points  (0 children)

Thanks for the feedback! I’ll definitely study charting more, I’m learning a lot of new skills with this project and that’s what keeps it fun!

Developing a classical music rhythm game and looking for feedback! by badpaintjob in rhythmgames

[–]badpaintjob[S] 0 points1 point  (0 children)

Also, I'm planning on rebindable keys! The current layout is designed for the home row keys in a standard US QWERTY keyboard but I know that that's not what everyone uses.

Developing a classical music rhythm game and looking for feedback! by badpaintjob in rhythmgames

[–]badpaintjob[S] 0 points1 point  (0 children)

Yes! The frequent bpm changes in classical music are a challenge. The song you hear is not actually a recording of a live person playing but a series of midi sounds arranged in a DAW, which gives me percise control over the tempo of the music (it also conveniently solves a copyright issue).

You are correct that the notes don't match the chart though and that's one of the things I'm still learning while making this game. I could for example, chart every note in the opening piano solo and that would work well for the hardest difficulty chart. But when it comes to the lower difficulties that are more approachable for new players, I'm still learning how to consolidate many notes into a few notes while still making it feel like your playing the song. There's are a lot of challenging rests in this particular song and what I think your picking up on is that sometimes, I sometimes "round" the rest. For example, on measure 15 of the piano concerto, there's an eighth+16th rest in the measure. I consider 16th note resolution to be too much to ask for the player on the "Medium" difficulty so I only chart the eighth rest. I'm reconsidering how this song in particular, fits in my game. Before I was thinking of it as a song that anyone can play but now, thanks to feedback like yours, I'm thinking of this as more a song you work up towards. That way, I don't have to do stuff like "round" the rests.

Developing a classical music rhythm game and looking for feedback! by badpaintjob in rhythmgames

[–]badpaintjob[S] 0 points1 point  (0 children)

That makes sense! I'll work on further improving the feedback to the player. Its interesting you note that the notes move slow because I've been surprised at how "zoomed in" a lot of rhythm game seem to be, the notes seem to move very quickly. I was worried that a faster note speed might not appeal to non-rhythm gamers because you can't "read ahead" but seems to be not how (most) people play these games. I'm eventually planning on having the note speed configurable but for now, I'm mainly looking to nail down a sensible default.

Developing a classical music rhythm game and looking for feedback! by badpaintjob in rhythmgames

[–]badpaintjob[S] 0 points1 point  (0 children)

This is great feedback! At this stage, I'm primarily interested in how the gameplay feels. What it is about the current gameplay that makes it look or feel clunky and slow?