So the IGDA DemoNight was a couple weeks back, and I’m happy to report that it went pretty well! There was an impressive number of attendees there (over 450, I believe), and a lot of awesome local games were demoed. We definitely felt honoured to be included, and get a chance to show off what we’ve been working on. We’ve since had a couple of nice mentions in local media, namely the Montreal Mirror and La Presse, and hopefully more to come as we start revealing/previewing more of FRACT OSC.
The past eight months has been a real learning process, and there’s been the (possibly inevitable) cycles of iteration (which, to be honest, at the time feel like taking two steps forward, two steps back), but all of us on the FRACT team are feeling pretty encouraged these days as we start to see the game move towards its final direction. There’s still a lot of work ahead in the next few months, but it’s pretty awesome to see things come together. And not to worry, for those of you who couldn’t make it, we’ll soon be releasing a video of what we showed off the IGDA event, so stay tuned!
Two examples of glitches – one machine-made mistake and one designer-made omission. Both sound decent enough, though Midi Note Three is certainly channelling a bit of the Blade Runner opening for me (this is a good thing).
A lovely discovery – a bug that affects the creation and deletion of synth nodes (connected sound emitters in the world) changed the modulation of these patterns, and I think it sounds pretty nice:
A mistake on my part, as I set the source for a series of nodes to a midi note near zero. The sample below should sound something like the one above, instead we end up these lovely percussive pulses:
FRACTGAME.COM has travelled to the future and brought back commenting. Yay for interaction, yay 2002! Big thanks to Patrick Paul-Hus for making it happen on short notice.
Look forward to seeing what you guys have to say about what we’re posting here and about FRACT in general.
Above is a sample of some in-development melodic puzzle tuning. Not only was mechanical difficulty being adjusted in this example, but the tones as well. Can’t wait to share this world with everyone!
Hey, just wanted to remind everyone that we’ll be demoing FRACT OSC1 tomorrow night at the SAT (doors open at 6:30pm, presentation begins at 7:30pm) as part of IGDA DemoNight. It’ll be showcasing local, pre-release games, spanning from awesome indie games (Fez, Castle Story) to big AAA titles (Mass Effect, The Secret World, Warp), so come check it out! It’s free for IGDA members, and 5 bucks for non-members. Hope to see you there!
The past few weeks we’ve been refining the synthesizers in FRACT OSC1, to better fit our needs from a mechanical, aesthetic and design perspective. Henk reworked the old synths (which were lovingly crafted by Paul Forey, thank you sir) with some new technology. The Bass and Pad synths are now created using Phase Modulation modelling (think Yamaha DX7-esque, or FM8 in the VST world). It’s efficient (computationally) and sounds really nice. The lead synth (which may undergo a few more tweaks yet) will remain a subtractive synth, for that classic analog sound.
We’ve also got in-game modulation working nicely. We can plug the game right into the modulation knobs in the synth, giving players some seriously expressive tools!
This is a prototype FM synth that we’re actually in the process of replacing (well Henk is, as he actually understands the math involved). Even though this synth will be sent out to pasture in the next few days, it still produces some lovely tones. For the new version of this bass synth, we want to use the sweet new Phase Modulation tech that Henk recently implemented. For the moment though, here is the old bass synth, which rightfully deserves it’s moment in the spotlight.
Behind the scenes (this is where the magic happens)