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Our team consists of Adam and Naomi Kaufman. We debated whether to group up with a third, but decided against it in order to make communicating and dividing up work easier.
Our Chosen music track is "Cloak and Revolver" by Steel Plus, from the soundtrack of One Step From Eden. To choose this track, we went through various playlists and soundtracks we had compiled and chose a shortlist of 15 based on the variety in the music and visual inspiration the music gave us, then listened to each of the tracks and rated them on a scale of 1 to 10, gradually trimming down our selection to 3, of which we chose Cloak and Revolver.
Our runner-ups were "Dystopia", by Pierre Oliver, and "Crystal Cave", by Panda Eyes.
We wanted the obstacles to spawn with the music, with the player being a controlled element. We ended up at first implementing spawn-frequency-based obstacles with static size and color, then implemented the intensity-based size adjustments. We tried a randomized color at first, but it was dull, so we tried adjusting the color based on the music, but that caused the colors to fluctuate fast enough to hurt our eyes, even when lerped. We eventually decided to tie the color to the size, which adjusted much slower and saved some room in the code while still looking good.
Our initial implementation of the player just had them moving. We debated whether they should be filled or not, deciding to leave them filled in for contrast, but when we implemented the ability to shoot we thought it would be a nice touch if the player was filled in when they were ready to shoot, and just an outline if they weren't. A side effect of not coding in colors for the bullets meant they changed their color based on whatever the last color of the obstacles was, which made them stand out while still technically fluctuating with the music (since the color of the obstacles is based on their size, which is based on the music).
When most of the coding was done we decided to implement a background image. Naomi drew it and Adam coded it in.