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- 21:03, 14 May 2013 Stereoscopic 3D (hist | edit) [244 bytes] Mheiberger (talk | contribs) (Created page with "The game will be presented in stereoscopic 3D. As the player optimally traverses the obstacles of the song, the game’s 3D depth of field will increase, and decrease as the p...")
- 21:03, 14 May 2013 Exit (hist | edit) [141 bytes] Mheiberger (talk | contribs) (Created page with "The player will be picked up out of the groove when the actuating needle-arm is removed from the groove. == Return == Back to Design Doc")
- 21:02, 14 May 2013 Entry (hist | edit) [233 bytes] Mheiberger (talk | contribs) (Created page with "The player will be dropped into the groove of the record from the actuating needle-arm of a record player. The avatar will “drop-in” like a snowboarder or skateboarder, fr...")
- 21:01, 14 May 2013 Speed (hist | edit) [139 bytes] Mheiberger (talk | contribs) (Created page with "The player’s current speed will be displayed either in numerical format or through the use of color. == Return == Back to Design Doc")
- 21:01, 14 May 2013 Score (hist | edit) [128 bytes] Mheiberger (talk | contribs) (Created page with "The score will be displayed on the screen, either in numerical format or some other method. == Return == Back to Design Doc")
- 20:59, 14 May 2013 Themed User Interface (hist | edit) [99 bytes] Mheiberger (talk | contribs) (Created page with "The User Interface will be themed to match certain aesthetics. == Return == Back to Design Doc")
- 20:59, 14 May 2013 Pulsing to Beat (hist | edit) [115 bytes] Mheiberger (talk | contribs) (Created page with "Obstacles on the screen will pulse to the Beat of the song. == Return == Back to Design Doc")
- 20:58, 14 May 2013 Movement (hist | edit) [166 bytes] Mheiberger (talk | contribs) (Created page with "The groove of the record will move up/down and left/right depending on the waveform of the raw audio. The groove will not rotate. == Return == Back to Design Doc")
- 20:57, 14 May 2013 Generation (hist | edit) [235 bytes] Mheiberger (talk | contribs) (Created page with "The grooves of a record will act as the play-space for the player’s avatar. The record mesh will be generated using the parsed audio, and will reflect the intensity and mov...")
- 20:57, 14 May 2013 Needle (hist | edit) [151 bytes] Mheiberger (talk | contribs) (Created page with "The needle playing the record will be visible on screen and the avatar will be connected to it by an elastic line. == Return == Back to Design Doc")
- 20:57, 14 May 2013 Line Attached to Needle (hist | edit) [191 bytes] Mheiberger (talk | contribs) (Created page with "There will be a line attached to the needle that denotes the radius around the needle where the player will not affect the speed of the song’s playback. == Return == Back t...")
- 20:55, 14 May 2013 Boards (hist | edit) [270 bytes] Mheiberger (talk | contribs) (Created page with "The Avatar will be riding a Board and be Attached to a Needle. The Avatar will have an interchangeable board that reflects different types of extreme...")
- 20:53, 14 May 2013 Harmonics (hist | edit) [157 bytes] Mheiberger (talk | contribs) (Created page with "Not attached to a game mechanic. Consists of lower and raising octaves, perfect fifths, major third, minor third, etc. == Return == Back to Design Doc")
- 20:53, 14 May 2013 Key Change (hist | edit) [210 bytes] Mheiberger (talk | contribs) (Created page with "Not attached to a game mechanic. Possibly connected to the Filters of the Particle Walls and Balls. Will change the key of the song, like from a major to minor key. ...")
- 20:52, 14 May 2013 Remixing (hist | edit) [326 bytes] Mheiberger (talk | contribs) (Created page with "When the player grinds a Rail, the music will be Remixed. This consists of taking X second(s) of the song and looping it at a few times. The player will either be placed at th...")
- 20:52, 14 May 2013 Delay (hist | edit) [94 bytes] Mheiberger (talk | contribs) (Created page with "Delays the music playback. Creates a sort of echo effect. == Return == Back to Design Doc")
- 20:51, 14 May 2013 Distortion (hist | edit) [56 bytes] Mheiberger (talk | contribs) (Created page with "Distorts the music. == Return == Back to Design Doc")
- 20:51, 14 May 2013 High-Pass (hist | edit) [136 bytes] Mheiberger (talk | contribs) (Created page with "Filters out the highs of a song (and cuts the Lows and Mids of a song). == Return == Back to Design Doc")
- 20:51, 14 May 2013 Mid-Pass (hist | edit) [234 bytes] Mheiberger (talk | contribs) (Created page with "Filters out the mids of a song (and cuts the Lows and Highs of a song). Various Mid-Pass filters can be used to filter out different ranges of the f...")
- 20:49, 14 May 2013 Low-Pass (hist | edit) [190 bytes] Mheiberger (talk | contribs) (Created page with "Filters out the lows of a song (and cuts the Mids and Highs of a song). Sounds like the music is being played through a wall. == Return == Back to Design Doc")
- 20:48, 14 May 2013 Visual Rendering (hist | edit) [131 bytes] Mheiberger (talk | contribs) (Created page with "We will use the Parsing data to render a visual output of the audio for various audio effects. == Return == Back to Design Doc")
- 20:48, 14 May 2013 Beat Detection (hist | edit) [99 bytes] Mheiberger (talk | contribs) (Created page with "We will detect the beat of the song for various audio effects. == Return == Back to Design Doc")
- 20:48, 14 May 2013 Frequency Detection (hist | edit) [104 bytes] Mheiberger (talk | contribs) (Created page with "We will detect the frequency of the song for various audio effects. == Return == Back to Design Doc")
- 20:47, 14 May 2013 Player's Music Library (hist | edit) [278 bytes] Mheiberger (talk | contribs) (Created page with "The player will supply her own music library which will serve as the basis for many audio effects, including Filtering, Remixing, Key Change, and Harmonics. This w...")
- 20:41, 14 May 2013 Skipping the Groove/Track (hist | edit) [353 bytes] Mheiberger (talk | contribs) (Created page with "Skipping the Groove/Track is a mechanic that allows for the player to jump in to a different section of the groove, by Catching Air and pressing a button. This new section...")
- 20:40, 14 May 2013 Air Can (hist | edit) [478 bytes] Mheiberger (talk | contribs) (Created page with "The Air Can mechanic is a power-up that allows for the player to clear all obstacles in her path by activating the Air Can power-up. The Air Can is only usable when the player...")
- 20:39, 14 May 2013 Catching Air (hist | edit) [281 bytes] Mheiberger (talk | contribs) (Created page with "The player will be able to Catch Air to leave the pipe by riding up the side of the pipe with enough Momentum to leave the pipe. During this time, the song will decrease i...")
- 20:39, 14 May 2013 Scratch Rewind (hist | edit) [347 bytes] Mheiberger (talk | contribs) (Created page with "The Scratch Rewind mechanic is a player initiated mechanic that rewinds the song and the player’s position for X seconds. During this time, the song is played backwards with...")
- 20:38, 14 May 2013 Lasers (hist | edit) [147 bytes] Mheiberger (talk | contribs) (Created page with "Lasers are randomly generated obstacles within the half-pipe. They cannot be crossed and can only be avoided. == Return == Back to Design Doc")
- 20:37, 14 May 2013 Rails (hist | edit) [205 bytes] Mheiberger (talk | contribs) (Created page with "Rails are obstacles that the player can grind on. While grinding the Rails, the song is Remixed. Rails are randomly generated on the edge of the half-pipe. == Return == Back ...")
- 20:37, 14 May 2013 Particle Walls (hist | edit) [285 bytes] Mheiberger (talk | contribs) (Created page with "Particle Walls are obstacles that affect the sound of the song by adding Filters. The Filters don’t necessarily make the song sound better or worse, they simply add an effe...")
- 20:36, 14 May 2013 Balls (hist | edit) [388 bytes] Mheiberger (talk | contribs) (Created page with "Previously Static Balls that moved the player left or right and sped the player up or slowed the player down. Now, the Balls are obstacles that affect the sound of the song b...")
- 20:35, 14 May 2013 Speed/Pitch (hist | edit) [273 bytes] Mheiberger (talk | contribs) (Created page with "The Speed/Pitch of the song will be affected as described in the Attachment to Needle section. Generally, as the player increases speed the playback of the song is sped up...")
- 20:34, 14 May 2013 Attachment to Needle (hist | edit) [372 bytes] Mheiberger (talk | contribs) (Created page with "The avatar is attached to a needle with something like an elastic band. Within the radius of the circle created by the length of the elastic band, the player will not affect t...")
- 20:33, 14 May 2013 Momentum (hist | edit) [450 bytes] Mheiberger (talk | contribs) (Created page with "The avatar moves with a sense of momentum, like a snowboarder or skateboarder. The player can increase and decrease speed by holding forward or back, and will increase speed w...")
- 16:40, 14 May 2013 Technology - Engine, Platforms (hist | edit) [237 bytes] Mheiberger (talk | contribs) (Created page with "== Engine == Unity 3D for visual rendering and input handling. PureData for audio manipulation. Physics created in-house. == Platforms == Lead Platform - PC Port(s) - Mobil...")
- 16:36, 14 May 2013 Design Overview - Summary, Thesis, Razor, Slogan (hist | edit) [812 bytes] Mheiberger (talk | contribs) (Created page with "== Summary == Vinyl is a forced-movement audio manipulation game where the player is riding behind the needle, like a wake-boarder. As the player collides with items in the ga...")
- 16:13, 14 May 2013 Design Doc (hist | edit) [1,247 bytes] Mheiberger (talk | contribs) (Design Document)