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Sound Full Prototype

jcfmurphy edited this page Mar 6, 2018 · 55 revisions

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Team: Jane Doe, John Doe, Jennifer Doe

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Description of game

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Sing-Along Shells

By: Alexander Kozina

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Description of game

In Sing-Along Shells, players alternate between controlling the game's background music - Fortunate Son, by Creedence Clearwater Revival - by moving their tanks backward and forward. Shooting shells is extremely restricted - in order to shoot a shell at the other player, the player in control of the song must progress or rewind the song until the lyrics being sung match the lyrics currently being displayed on-screen, then press the fire button. Players must do so within the amount of time displayed on the lower right corner of the screen (lest they automatically die), but if they manage to do so, the shell they shoot will instantiate an orb of fire that instantly kills whatever it touches, and remains in the place it was instantiated for the remainder of the round, pulsing to any change in the song's levels. The game then switches control of the game's song over to the other tank, and the cycle continues.

Builds

SHELLS!

By: Steven Sych

Screenshot of game

Screenshot 1

Description of game

SHELLS! Explores the religious life of shells. Three shell dancers move rhythmically to the beat (of heavily modified version of the TANKS! theme), while the opaque lines of an incantation appear on the bottom. The dances, the incantation, and dancer positions are all subject to chance. Neither the shells nor the player have control, though the player can shoot another shell by pressing 'space' and quit the game with 'esc'.

Builds

Dialogue

By: Charles Doucet

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Description of game

Dialogue is a game about communication. The player controls a little tank in a vast area. Although, the he is not alone. In the middle of the map hovers a strange entity that emit sounds when the player is near. The user has 8 notes that he can play via the number row on the keyboard. The entity reacts and answers to each series of 6 notes that the tank plays. If it understands it, it may begin a conversation. However, must of cases he won't and flee to another location on the map. Finding the correct song sequence is mandatory to progress in a conversation with the entity. Maybe it can be found somewhere...

Builds

Death of a World

Team: Roberto Gutierrez

Screenshot of game

Description of game

Escape before the world ends! You are a Soldier stuck in some sort of purgatory, So you must escape the plane of existence through the world tree at it's center. But you are obstructed from doing so by representations of your past as Tanks that patrol the area and track you down if you make noise near them or the other escaping Spirits call out to them. Better be quick!There is a time limit for the worlds to end,so navigate the forested areas to escape before the warning sounds. WASD controls and Space for jump.

Shader Code provided by Joyce[MinionsArt] @minionsart on twitter. All credit for it lies with her. Check out her great tutorials.

Build(s)

TANKS Miserables!

Team: Joshua Murphy

Screenshot of game

Description of game

The citizens are coming to overthrow you with their rallying song, and all your have to defend yourself is violence!

Play as the king tank quelling the revolution. The citizens will try to surround you, and the volume of their song will weaken you until your rule collapses. You can shoot them or run them over, but their song becomes more powerful as they approach you and their numbers grow.

(Use WASD to move and SPACE to shoot)

Build(s) [Minimum ONE of these formats that works!]

Forward

Team: Vincent Gagnon

Screenshot of game

Description of game

Explore this very linear environment with WASD keys. Forward, is a game where you need to go forward to unveil its story. Adventure yourself in this weird and long ravine that has an interesting and intriguing soundscape.

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Silent Tanks

Team: Patrick Vasile

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Description of game

Silent Tanks. Enjoy a recreation of silent films in a game! This game was inspired by Charlie Chaplin's style of slapstick comedic films. Playing on the aspect of silent films, on screen prompts will be displayed based on the aspects of sound that would be found in the un modded version of the game. This game also uses the aspect of the wonky AI that we've come to love as a source of comedy for the game. This game also features "Scott Joplin's - The Entertainer" as background music, a piece of music very famous of the silent film movement.

Controls

WASD for Movement SPACEBAR to Shoot

Build(s)

TANKS!: Flatliner

Team: Anthony Dupont

Screenshot of game

Description of game

Tanks!: Flatliner, a race against time to stay alive. Players must drive around the map using the 'WASD' keys to find and collect health capsules. Once collected, the health capsules disappear and spawn in a random area, also giving you extra time for you to stay alive. Based around sound, the idea is that the players can’t visually see how much time is left before the clock hits 0. Therefore, the backgrounds sounds are there to hint the player that they are close to death. The sounds include heart beats, breathing, and heat monitors that progressively get faster.Pressing the 'R' key will reset the game. How long can you stay alive?

Build(s)

Pulse

Team: Janos Bocsi

Screenshot of game

Description of game

This is an experimental game where the player uses sound to navigate around danger. as your heart beat gets louder and faster you are approaching danger.

Build(s)

https://drive.google.com/open?id=10xHM9JXhT8B76WloIRwHFuPbRRBCxtgC

The prelude / The opera

Team: Sam Bourgault

Screenshot of game

Description of game

The game is divided in a prelude and an opera.

In the prelude, the player creates AIs by pressing the left button mouse. Inspired by Brian Eno "Music for Airport", a violin note is attached on each of them, creating harmony and disharmony according to the player intensity in spawning new AIs. In this part of the piece, tanks become sound recorders (like their shape already suggests: the two wheels connected by a thread), playing back in loop the note they hold. The prelude ends when the maximum number of tanks has been created, following a predetermined law of this virtual world. Note: A lot of clicks are needed.

The opera begins the same way, the player spawning two AIs in the video game void. This part of the game is a homage to Steve Reich "Clapping Music" and to Philip Glass first knee play of "Einstein on the Beach". A beat emerges from the collision of the tanks and other game objects in its surroundings, which contain audio from the old TANKS! game, like a twisted memory of how it was before. The two tanks stay synchronized but evolve in a desynchronised way. The rhythm pattern of one tank shifting of one beat every two bars. Collisions also trigger new voices, which describe part of the environment that used to be TANKS!. Until a virtual law strikes again, forcing the game to end. Note: Only few clicks are needed. Don't waste your energy, it's precious.

Build(s)

https://drive.google.com/file/d/1qK1aXEng1mTlT3lIiHUUrq37ISfjekm5/view?usp=sharing

Freeze TANKS!

Team: Kyle Gapulan

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Description of game

This is a single-player, musical chairs/freeze dance-esque spin on the TANKS game. Using the WASD keys, the player must make it through the maze in the fastest time. The player cannot drive on red tiles while the music is off, or else they will take damage.

Build(s)

The Thousand Part Motet

Team: Timothy Thomasson

Screenshot of game

Description of game

Inspired by Janet Cardiff's 'The Forty Part Motet' my prototype aims to examine the sonic spatial capabilities of Unity. The speakers in the game each have an audio source attached to them emitting different sounds. Some sounds I sampled from a synthesizer, and others were found on freesound.org. I transferred the 'audio listener' to the shell of the Tank, so the only way to hear music from the speakers is to shoot. By 'shooting' at different speeds and staggering the fired shells, the individual sounds begin to blend together and form a composition. By doing this, the purpose of the shell (which once was to kill other tanks) is transformed into an instrumentative entity which can be used to sonically explore the space. Because we are so accustomed to being able to hear from a very static and centralized position there is a strange dissonance created by being able to hear things from the perspective of a separated and constantly in motion object -- this dissonant feeling is amplified with the strange electro-acoustic sounds, and Doppler effect when the shell is moving quickly. The physical model of the shell is kept the same so that it is identifiable yet its purpose is changed completely. The landscape is created to look apocalyptic / war-torn -- and the speakers seemingly go on forever as they vanish into the hazy light of the horizon. The environment creates an eerie ethos when paired with the strange music -- and amplifies the notion of creating contrast with regards to turning something violent into something musical

Build(s)

Controls: WASD to move, enter to fire

What's The News

Team: Laura Hirsh

Screenshot of game

Description of game

This game sources dialogue from many a news cast report regarding missile firings, war related destruction and death in association with tanks and missiles. As the shells are fired, a tone meant to mimic that of a game referenced bomb shell begins and is soon followed by news cast dialogue. In addition to the sound, a spectrograph coloured trail travels with the sound and is intended to represent the projection path lines of those in the background scene. The background is a projectile map illustrating the math behind targeting. With each new shell fired, the sound layers upon itself to an extent that is overwhelming and causes the words to garble one another. My intention for this was in simulating the saturation of news, especially in regards to matters related to war and missiles. With every source reporting at once and with all saying one thing or another based on their own bias, one can grow easily overwhelmed. If players make the decision not to shoot, the catastrophic news will cease and the players will begin to hear the sound of their heartbeat once more.

Build(s)

Heart and Soul

By: Rebecca Goodine

Screenshot of game

Description of game

Heart and Soul is a two player game that asks you to make a tank-based piece of choreography seem graceful. Like learning any new instrument, playing is a bit more like stumbling as you work together to try to make something beautiful. Can you keep the duet going, or will you start to improv?

Controls: Arrow Keys & WASD

Build

Mac

References

Lets Play ft. Tom Hanks

Tanks Sound Iteration

By: Teagan Alfonso-Francis For this iteration of Tanks, I was inspired by radio transmissions and mass hysteria (and radio being used as a tool for violence- which has a strange and grim history). My iteration is more of a meandering experience with no explicit direction given to the player and no signal that they have won or lost. Using clips from the original radio broadcast of Orson Welles “War of the Worlds” several “Radio Tanks” emit soundbites of performed information (sounds of panic, aliens, scientists, and reporters). The player is no longer explicitly in a tank, and has no body, leaving the player to determine who they are in this scene, as well as setting up a binary within the game. There is the player and the “others” (The tanks). The player is encouraged to evade the sounds that berate them and seek out moments of silence, by moving away from the Radio Tanks. However, these moments of silence are always interrupted by the Radio Tanks which continually follow the player. Hopefully the game provokes players to think about the kind of information we hear, how we hear it and having to navigate seas of noise and (mis)information.

Build

https://drive.google.com/drive/folders/1j4yQoFBEAJHXW5iChkmx5Tjs9VXZKtqS?usp=sharing

Tank Concert!

Team: Fadel Ragheb

Screenshot of game

Description of game

This is a 2 player tank concert game. The tanks have decided to take a break for blatantly murdering each other, in order to start there own band. It's their first live performance, and they are nervous and are probably going to do very poorly. It's up to you and a friend to control the 2 tanks and save the concert event! There are 4 instrument available to drive on top of in order to release there various sounds. Guitar (Top Left), Piano (Bottom Left), Drums (Bottom Right), Trumpet (Top Right). If you're skilled enough you could also shoot the various instruments around the stage (and maybe the audience if you're feeling mean). Enjoy the event!

Build(s)

Ecosystem

By: Mélina Lopez-Racine

Screenshot of game

Description of "game"

The player may interact (click and/ or drag) only with the tanks whose lights are on, by clicking the left mouse button. The player may also only listen to the initial ambient soundtrack. There are no bad interactions, only slightly different experiences.

If the player ever decided to interact, the Tanks will be rip of the mass, and scream. This prototype seeks to create a dissonance between the visual and the sounds, by pairing the (human) screams with the tanks. When a tank hits the ground, it abruptly breaks down. Then a manifestation of the vehicle is visible. It will lament and judge the player, since they are the cause of the destruction of the initial ecosystem. If all the tanks are destroyed, there is nothing left to do, but to contemplate the result of the player's actions.

Press the spacebar to reset.

Build

TankMania

By: Edwin Lucu

Screenshot of game

Description of game

A new take on Tanks! mixed in with the basis of DDR to create a new game that is challenging, rhythmic and destructive. See how much points you can gather in the chaotic world of TankMania! Use WASD to fire shells at incoming debris.

Build(s)

Bouncy!

By: Dougy Hérard

Description of game

In this simulation, the player is brought in a playground of plushy objects in the shape of Tanks! Bullets are put aside as the tanks are stripped to their bare movement capacities while their military surrounding is replaced with light and elastic copycats. Control of the original music is fiercely in the user’s end as each object will now rebound merrily around the environment performing bits and pieces of the soundtrack.

Build(s)

Violet

By: Pandora Alcorn

Description of game

A "scene collage". Intended as an experimental piece to recreate the atmosphere of shoegaze music in a game environment. Play as a tank and follow the spatialized sounds to create a duplicate of yourself in another world. Hopelessly follow past iterations of yourself into the abyss to reveal more cacophonous layers and dimensions!

Build(s)

Pathways

By: Vito Lapolla

Description of game

Follow the eerie paths without getting lost until reaching your enemy on the opposite side. Stay on path or you will have no choice but to surrender to your own bullets. Hear your enemy as you get closer to him and when hitting a dead end.

Build(s)

Carousel

By: Simon-Albert Boudreault

We're having fun there, but really what is this mimicking? Are we clapping for the wrong reasons? What if this was fucking disrespectful to some? Why is it always coming back to violence? Play the game through different environments that alter the aesthetic output. The central constrain is to leave the actual game untouched.

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