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How do I make this absurd concept work as a game. (Procedural audio Real Time Strategy)

A topic by keyboardkommander created 202 days ago Views: 119
Viewing posts 1 to 1

So I'm trying out something a little bit weird for my next small project. Basically I want to make a positive feedback heavy game that relies on audio queues generated with procedural audio.

I want the fun of the game result from watching your civilization grow as you make decisions about which nodes in your civilization to consume at each step. I want reading audio queues to feed into the decision making process by having sound that gets more audible and has a faster beat when your near a node that will produce more workers when consumed.

What I have at the moment is a game where you can expand a growing civilization by hanging out in areas that produce the fastest beats with the highest volume. The game is divided into rounds at the end of which the node you are nearby detonate into particles. There are three types of particles:

Miners - which boost the productivity of existing nodes.

Settlers - which produce new nodes.

Defenders - which attack invaders which can destroy your civilization.

Nodes will also passively generate particles over time to. There are three types of nodes:

Town Centers - Which produce settlers.

Armories - Which produce defenders.

Mines - Which produce miners.

I don't know how I'm going to execute this and make it work. And I would really appreciate some advice on how to make this work. I've included a link to the latest build of the game if you want to see what I have so far.