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Sound Rough Prototype

Simon-Albert Boudreault edited this page Feb 18, 2018 · 33 revisions

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Team: Jane Doe, John Doe, Jennifer Doe

Description of game

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Sing-Along Shells

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By: Alexander Kozina

Description of game

In Sing-Along Shells, one player is only able to shoot shells when a song that plays in the background syncs up with the specific lyrics being displayed on-screen, while the other player attempts to dodge the first player's shells and run out the game's timer to secure victory. However, the song that plays in the background is also controlled by the first player's movements: if the first player moves forward, the song goes forward, and if the player moves backward, the song goes backward. Thus, the first player will need to master both moving forward and backward while pursuing the other tank, so that when they get the song to the required lyrics to shoot a shell, they'll also be in the position they need to be to shoot down the other player.

Tank Tape & Daisy

By: Sam Bourgault

Description of game

Tank Tape: Inspired by Steve Reich and Brian Eno pieces experimenting with synchronicity and asynchronicity of multiple sound recorder playing back at slightly different speed, this prototypes explores the visual resemblance of a tank tread tracks and a magnetic tape. Each AI in the game has a specific violon note that plays at different speed than the others. The AIs are on a platform from which they can fall. If they fall, they disappear, and the sound does too.

Daisy: This prototype appears as an audio guide to explore the world of Tanks!. Each element from the game is replaced by a white prism and when the tank (in a FPS format) collide with the object, Daisy, the audio guide, gives the player a description of the object.

Dialogue

Author: Charles Doucet

Description of game

For this project, I wanted to implement an entity that the player can interact with. The conversation between the tank and this new character will be possible through sounds and tones. The player will be discovering a large environment to always come closer to the unknown entity, who seems to flee when the player is getting too close. Maybe after some time communicating with the massive vehicle, something interesting will happen.

I know that on my screenshot, things appear happening in a dark area. However this is perhaps not the way I want to go. I actually think I can do something compelling in a day light environment. To be continued.

TankBoops & TankC's

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By: Rebecca Goodine

Description of games

TankBoops was my first little attempt at turning the destruction of Tanks!'s shooting into something constructive. In this version, I'd imagined eventually doing a kind of matchmaking game where tanks would toot sounds of various pitches and the gameplay would come in trying to connect harmonious sounding tanks together.

TankC's was a more technical exercise where I made a (mostly) functioning set of piano keys that are "pressed" by using the original game's shooting buttons of return and enter. Here, I'd envisioned having three tanks hitting a C major chord, and I want to continue playing with the potential of tanks to make music together.

Pulse

Screenshot of games

By: Janos Bocsi

Description of games

The Screen is black like my soul JK (I'm really not). In my game I am trying to create a sense of discomfort only through sound that is why I decided to make the actual game screen completely black. As you navigate closer to the AI the sound (in this case a heartbeat) begins to become much louder and faster

Tanks: Flatliner

Screenshot of game

Team: Anthony Dupont

Description of game

Tanks: Flatliner is geared towards the idea of suspense and pressure. Being the only Tank in the environment, the idea is that players should feel a sense of loneliness and insecurity. To do so, heartbeats, heart monitors, heavy breathing, etc will all impact how the player interacts with the game, giving a sense of limited time to live. Further into the project, I will try connect the tanks health with time, becoming a game about staying alive.

Tanks - Sound Intervention

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Team: Kyle Gapulan

Description of game

This prototype is a game where music will play and pause randomly, which will turn special tiles on and off, as well as their visibility. This prototype aims to give “background music” more of an important role since the player will need to be paying attention to it over the course of gameplay. The objective is to get from point A (the spawn) to point B (the goal) in the shortest amount of time.

Rough Prototype 1: Screaming Tanks & Rough Prototype 2: Nuclear Tank

Screenshot of games

Team: Mélina Lopez-Racine

Description of games

Rough Prototype 1: Screaming Tanks. Really simple execution; There is a bunch of floating tanks, the player may (or may not?) clic on them. However, if the player decide to clic them, the tanks will scream and fall down. This is my own response to the prototype 2: Nuclear Tank (see below). I wanted to start the scene, and to have very little sound. The player need to be the one who interact with the scene to obtain a reaction (sound).

Rough Prototype 2: Nuclear Tank. The player may explore the environment and listen diverse soundfields. If the player decide to press the spacebar the tank will release a bomb, thus destroying everything. With this prototype, I wanted to explore the tension of suddenly removing all sounds (maybe even, lament the disappearance of sounds).

Visual Sounds Prototype

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Team: Vincent Gagnon

Description of game

This rough prototype has 2 ideas that are different and might go well together, I will need to see how it feels and maybe make a choice. The first idea is heavily affected by the main song that is in the background. As the song is changing tones, structures and rhythm, the camera effect will alter giving a more appropriate visual effect to the player as feedback. The camera effects will help understand the tone and match better the sound component. The second idea is exploring the onomatopoeia, how a sound a is seen and can be read. This could have a bit of a comedic effect on the gameplay experience and could be well integrated with the use of particle effects. My goal, as for now, is to create a linear narrative experience with 1 or both those visual/sound components.

Tanks Miserables

Screenshot of game

Team: Joshua Murphy

Description of game

You control the king tank fighting against the revolt of the commoner tanks. You have might on your side, as you can shoot or drive into the much smaller commoner tanks to destroy them. However, the commoner tanks are rallying support with their song ("Do You Hear the People Sing?" from Les Miserables). One commoner alone is powerless, but together their volume can overpower you. Destroy them quickly or the strength of their song will bring about your downfall.

Tides of War

Screenshot of game

By: Edwin

Description of game

A turn based war game where you take control of one of two opposing forces, trying to capture the city and bases of your opponent. However each city acts as its own neutral force, giving the player the dilemma to force the city to be yours for extra revenue to summon more tanks from your bases. Can you handle their screams?

Sound prototype

By: Teagan My initial inspiration for this game is radio, communication and the transference of information, using radio towers and the AI tanks as broadcasters. So far I'm working on creating a chaotic and busy soundscape using clips from War of the Worlds.

(Gameplay soundscape so far: https://www.dropbox.com/s/xd4372tdtwri1m2/GameSoundscapeRough.wav?dl=0)

Panzertanztheater

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Tank Dancer Screenshot Team: Steven Sych

Description of game

A procedural dance generator. I'm going to take stock 'videogamey' animations (think: strafing, shooting, rolling, etc.) and chain them together in a different context/procedurally to see what sort of meanings result. Animations will trigger on the beat (a technical hassle but potentially interesting), and I'm taking the TANKS! song and morphing it into ...something else.

Sound Escape

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Team: Roberto Gutierrez

Description of game

Highly inspired by the boss fight against David in The Last of Us, this simple prototype presents the player in a scenario in which they must avoid being caught by the sentry tanks (for now). The player must escape the area without being caught/run over. If the tank spots you it will chase until you can lose it, and if you happen to make noise by stepping on an obstacle the tank's keen hearing may catch it and decide to go over and check whats going on. Try not to be there when that happens! But make sure to realize that the tanks also make noise, so try to keep track of them with it.

Tank Concert

Screenshot Of Game

[Tank Concert Screenshot] (https://i.imgur.com/R7oAYD4.png)

Description Of Game

The idea behind "Tank Concert" is instead of shooting each other, the tanks are starting a concert for an audience, and in order to play instruments, the player will be moving around a sort of "stage" area that I will create in, in which they can move on piano keys, guitar strings, drums & hopefully more. This creates sort of a hilarious & potentially creative outlet for friends to feel like they're making there own music, especially if they were to master it in some odd fashion. With some "audience" tanks, correct audio queues and atmosphere, it could really change up the original game thanks to the aspect of sound as the gameplay hook

Musical Paths

Screenshot of game

Team: Vito Lapolla

Description of game

Follow the path while making music as you move along going though tunnels and shooting tanks in a musical sequence. At the crossroad choose one of three paths to go down and start a new musical sequence to add on to your previous ones. The options of paths would be infinite allowing the user to add as many layers as they want creating their own soundscape based on the the paths they choose to go down.

The Thousand Part Motet

Screenshot of game

Team: Timothy Thomasson

Description of game

Inspired by Janet Cardiff's 'The Forty Part Motet' my prototype aims to examine the sonic spatial capabilities of Unity. I transferred the Audio Listener to the shell of the Tank, so the only way to hear music from the speakers is to shoot. Moving forward I am thinking of ways to allow users to make composition by possibly decreasing the speed of the shells and ,having different harmonies at each speaker.

Bouncy!

By: Dougy Hérard

Description of game

This prototype is an exploration with interactive sounds. Wanting to keep my exploration of mixing the current theme with the concept of game interactivity, I have taken the most interesting bits from the main music, cut them to a few seconds and scattered them in different objects. Now, the players have to actively interact with the random colourful shapes to generate music, changing the focus of the game to a tank-shaped music generator.

Silent Tanks

Screenshot of game

Team: Patrick Vasile

Description of game

In the times where cameras couldn't record sound, black dialogue boxes were added in to create dialogue where there was a lack of sound. In Silent Tanks, this same effect is created. Silent Tanks, is not only a game, but a recreation of a cinematic experience.

Tank Concert

Screenshot Of Game

![] (https://i.imgur.com/R7oAYD4.png)

Team : Fadel Ragheb

Description Of Game

The idea behind my game is to have the tanks walk over several parts of a "stage" that are instruments, in order to change the game from a tank shooter, to a sort of live concert event that the tanks are hosting. The picture shows piano keys on the ground, which would play a specific key when rolled on. The idea is to have multiple instruments on a stage setup, (drum set, guitar, trumpet), as well as having idle tanks as audience members. This could have a lot of creative & funny moments amongst 2 players trying to play a song for an audience that could potentially react comedically

Drop Shot

Screenshot of game

By: Laura Hirsh

Description of game

In Drop Shot, arcs of color and sound develop as players either attempt to fight one another or find simply solace in the creation of complex interweaving webs of color and sound. The shells instantiate a tone meant to mimic that of a bomb drop sound effect, when layered the sound becomes something more choral or musical and exciting with the additional color ribbon to represent the rise and fall of the sound.

Happy Murder Machines: The Game

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, but through different soundscapes that alter the aesthetic output of the game. The central constrain is to leave the actual game untouched.

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