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(+1)

Thanks for liking the game!
Unfortunately I cannot share the source codes but I can share the idea of the generation.
Below are the high level descriptions of the generation procedures:

  1. Preparations: 
    1. state machine of the chord progression that is commonly used in baroque/classical period (I simplified them a bit in this game)
    2. defines all the intervals of different church modes (I only use a subset of them)
    3. determine a key as the base key for the chord progression.
    4. define different cadences e.g. authentic, half, plagal
  2. Generate random chord progression for different cadences as candidate phrases.
  3. For each phrase, create a melody line and properly distribute the melody line over the chord progression of the phrase.
  4. When a chord is changed during the gameplay, change the church mode that matches the chord and interpret degree of steppings according the scale of the current mode.
  5. For simplicity, the bass line is always in root position (no inversion) as I am running out of time to include this part.

Very cool, thank you for the insight! Procedural music is something that I have always wanted to dabble in, but so far haven't really focused on just yet