Drop. Creative Mode

Drop. Creative Mode

Here is a preview of what I’ve been working on for the last few days:

So what is going on here? This is an extension of the sandbox mode in the current version of Drop. I’m calling it, creative mode. The idea of it is to give players total control of the tonality of each line, more freedom in placing objects, controlling the flow of start pipes and let them place behavioural objects as seen in the puzzle mode (like bouncy blue objects, and reacting yellow objects) and be able to tweak all parameters for them. All in all lots of tools to create some great sounds!

The Pièce de résistance is definitely the quantization that I’ve been working on (I turn it on at 1:34 in the video). This basically keeps all the hits in time. I’ve been playing with settings to try and get something that always sounds great, but obviously having strict timing means that thingswill be bound to a certain tempo. So I’m planning on having a slider control to dictate how tight you want the quantizing.

I’m still playing with buffer lengths and getting the ideal timings to allow the audio to play without hiccups and retaining sample accuracy. It’s just trial and error but right now it’s getting close to awesome.

The end goal is a service similar to Step/Net in Step Seq. Allowing players to share and rate others compositions. I learnt a lot from doing that before and I know there’s a few areas I need to tighten up. Namely not letting others just load your creation then reupload it as their own. This got on a few peoples nerves and rightly so. This time it wont be so easy to steal others work :)

The GUI has actually been pretty nice to me this time round. I’m using all built in UnityGUI stuff as I’m familiar with it, but stuff like sliders and radio buttons are all handled for me and I’m used to coding gui’s rather than designing them.

Hope you like it so far and I really hope you’re going to enjoy it and make some great sounds.