FFDX = FFR's IIDX Flash game I said I would make. Yes, I still intend to make it. I've just had tons of other things to do first. I can inform you all now that I am off the drawing board for the time being.
So, here's what I propose.
6-button configuration instead of 7. Two hands, three fingers each. Why did I choose this? Let me list the reasons.
> Trying a 7-button config on a keyboard does not work out. Alternating between top row and bottom row keys is confusing and that extra key that doesn't get a finger is very troublesome.
> 2-handed 6-fingered allows for a player to set up a row of keys to their liking; split setup or not. You can even set up two rows of three to keep them top/bottom as it is in IIDX.
> BG/FG music capabilities. With this setup, simfile authors can implement a whole new, innovative way to simfile music. Now you can have one hand play the ambient music in the background and the other play the notes in the foreground. A classic example of a song that would work really well with this is what I was hearing when I thought of it: V. You have that repeating background almost throughout the entire song, which the player will be playing with the left hand. Then there are piano notes and other instruments in the foreground that can be played out with the right hand. I believe this adds a whole new challenge to the game.
> The other way to work this is to switch off between the hands for times the music shifts; like when it crescendos. Patterns in the song sometimes switch from one channel to the other, alternating all the time.
> Or, you can just make the simfiles as you would with 4 arrows and just add in the other two notes.
> And of course, a combination of the three could potentially make the ultimate simfile.
I am also considering keeping the scratcher intact. I don't know if I should or not at this point.
Default key config: Z X C M , .
Scratcher would be the Space Bar.
Small (crappy) image of what I'm talking about:

~Squeek
So, here's what I propose.
6-button configuration instead of 7. Two hands, three fingers each. Why did I choose this? Let me list the reasons.
> Trying a 7-button config on a keyboard does not work out. Alternating between top row and bottom row keys is confusing and that extra key that doesn't get a finger is very troublesome.
> 2-handed 6-fingered allows for a player to set up a row of keys to their liking; split setup or not. You can even set up two rows of three to keep them top/bottom as it is in IIDX.
> BG/FG music capabilities. With this setup, simfile authors can implement a whole new, innovative way to simfile music. Now you can have one hand play the ambient music in the background and the other play the notes in the foreground. A classic example of a song that would work really well with this is what I was hearing when I thought of it: V. You have that repeating background almost throughout the entire song, which the player will be playing with the left hand. Then there are piano notes and other instruments in the foreground that can be played out with the right hand. I believe this adds a whole new challenge to the game.
> The other way to work this is to switch off between the hands for times the music shifts; like when it crescendos. Patterns in the song sometimes switch from one channel to the other, alternating all the time.
> Or, you can just make the simfiles as you would with 4 arrows and just add in the other two notes.
> And of course, a combination of the three could potentially make the ultimate simfile.
I am also considering keeping the scratcher intact. I don't know if I should or not at this point.
Default key config: Z X C M , .
Scratcher would be the Space Bar.
Small (crappy) image of what I'm talking about:

~Squeek





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