And your last point is something we've been thinking about alot. We basically want to design the interactions to be just abstract enough that you cant grasp how the system works in its entirety, yet you feel like you still have enough control to create what you want, or at least "play" the game like you would an instrument. These are all very basic at this point as this was mostly done in a weekend so they don't achieve that yet (although some things cant really be conveyed through the video).
Supercollider is pretty cool but I am like an ultra-noob at it so thats why all the synth sounds are elementary at this point. I feel like once my knowledge with SC advances the possibilties are going to open up very rapidly, so its not limited to "playing notes at different pitches" :)
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And your last point is something we've been thinking about alot. We basically want to design the interactions to be just abstract enough that you cant grasp how the system works in its entirety, yet you feel like you still have enough control to create what you want, or at least "play" the game like you would an instrument. These are all very basic at this point as this was mostly done in a weekend so they don't achieve that yet (although some things cant really be conveyed through the video).
Supercollider is pretty cool but I am like an ultra-noob at it so thats why all the synth sounds are elementary at this point. I feel like once my knowledge with SC advances the possibilties are going to open up very rapidly, so its not limited to "playing notes at different pitches" :)
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