What does adaptive mean in this case? What is the program adapting to? This looks and sounds fantastic. Non-deterministic music represents a huge under-tapped resource in games!!
The music software is integrated with the game. In my performance, I only interacted with the controls that are exposed to the game via the API - or in other words, everything I did in the performance, the game can do to the music dynamically depending on what the player does :) (I messed up a bit by hiding the mouse cursor in the recording, so it's trickier to follow what I'm changing)
I'd say the UI was created in Unity, but the music playback is C++, and the music logic is C# and though it currently runs in Unity, barely touches the Unity API. I'm planning a NativeAOT rewrite so it can be used in any game engine I cannot release it as an application simply because how esoteric the software is, there's no way anyone other than me will be able to use it unless I'd be able to invest in writing documentation, tutorials and features that make the software more approachable Basically, somebody would have to fund me enough that I could work with a second person who's really good at documenting and teaching :) But, if I got that opportunity I'd take it
Very excited about this
I love the icons
Thank you! They look that way because it allows me to define them in text strings directly in the code, rather than storing them as files :)
Hopefully its gonna be like Knytt Underground.
This will probably be quite different from KU. Among other things, it's planned to have a level-based structure.
yeaaa moar pls i want to play with this software
Thanks :) Unfortunately, it's outrageously esoteric, I can't make this understandable for anyone other than me without funding to develop it
What does adaptive mean in this case? What is the program adapting to? This looks and sounds fantastic. Non-deterministic music represents a huge under-tapped resource in games!!
The music software is integrated with the game. In my performance, I only interacted with the controls that are exposed to the game via the API - or in other words, everything I did in the performance, the game can do to the music dynamically depending on what the player does :)
(I messed up a bit by hiding the mouse cursor in the recording, so it's trickier to follow what I'm changing)
@@Nifflas cool cool cool. downright operatic.
Wait so it was created in Unity? Will you ever be going to release it as a standalone application?
I'd say the UI was created in Unity, but the music playback is C++, and the music logic is C# and though it currently runs in Unity, barely touches the Unity API. I'm planning a NativeAOT rewrite so it can be used in any game engine
I cannot release it as an application simply because how esoteric the software is, there's no way anyone other than me will be able to use it unless I'd be able to invest in writing documentation, tutorials and features that make the software more approachable
Basically, somebody would have to fund me enough that I could work with a second person who's really good at documenting and teaching :) But, if I got that opportunity I'd take it