As an option, you could select an option in settings to enable 'strikebeats'. A strikebeat is a sound that is played the moment an arrow is hit, if hit correctly.
This way we could mask the clatter of our keyboards with actual, fitting, sounds. Though this might make some For Master's Only levels (such as "Flight of the Bumblee" in particular). This feature you can find in many rhythm based games that were commercial successes. The sound of the beat would not be tied to the level but set in the user preferences--which also makes implementation easier.
The strikebeat helps to keep a player's rhythm; the player does not so much guess the length between notes but hear the emptiness, see the beat, hear the music, and infer the exact moment to strike next.
It would be very easy to implement. Just add to the game's I/O something like the following (written in psuedo code, of course):
I/O Processor
--original code--
when LARW/RARW/UARW/DARW/NUM2/NUM4/NUM6/NUM8/M_BTN1 is struck:
evaluate if note is over arrow template
if so
how much?
send result to variable, process
add result to player's score total
add result to player's rating
display rating of accuracy
!---new code---!
play var user_csound
!---new code---!
if not
send result to variable, process
add result to player's rating
display rating of accuracy
else
(do nothing)
end
This way we could mask the clatter of our keyboards with actual, fitting, sounds. Though this might make some For Master's Only levels (such as "Flight of the Bumblee" in particular). This feature you can find in many rhythm based games that were commercial successes. The sound of the beat would not be tied to the level but set in the user preferences--which also makes implementation easier.
The strikebeat helps to keep a player's rhythm; the player does not so much guess the length between notes but hear the emptiness, see the beat, hear the music, and infer the exact moment to strike next.
It would be very easy to implement. Just add to the game's I/O something like the following (written in psuedo code, of course):
I/O Processor
--original code--
when LARW/RARW/UARW/DARW/NUM2/NUM4/NUM6/NUM8/M_BTN1 is struck:
evaluate if note is over arrow template
if so
how much?
send result to variable, process
add result to player's score total
add result to player's rating
display rating of accuracy
!---new code---!
play var user_csound
!---new code---!
if not
send result to variable, process
add result to player's rating
display rating of accuracy
else
(do nothing)
end





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