Frack
Chihuahua
Posts: 25
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Post by Frack on Nov 9, 2012 14:38:28 GMT
One of the best things in Rocksmith is the leveler while you play, the game adapt the difficulty to your skills. in fact it could be implemented to PS as it uses a similar system (Several difficulties already charted) it just switch to a higher level (same chart with more notes) if you don't miss any notes, and lower the difficulty if you miss too much notes (same chart with less notes).
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Post by David on Nov 9, 2012 14:47:00 GMT
The 2 games are very different. Phase Shift is score focused and the challenge is getting through the hard sections. Rocksmith is trying to teach you how to play and keep you interrested by not making it too difficult.
David
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Frack
Chihuahua
Posts: 25
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Post by Frack on Nov 9, 2012 15:31:23 GMT
Ok David, My skill progress from hard to expert was very long for me (it was too easy in hard and too hard in expert).
Just wanted to submit the idea.
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Post by raynebc on Nov 9, 2012 21:12:48 GMT
David, what do you think of having a higher number of static difficulties? One of the major problems I have with the 4 difficulty system as it's used for pro guitar in RB3 is that the jump from medium to hard is huge because it throws in barre chords and I don't have the hand strength to play those yet.
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Post by David on Nov 9, 2012 21:23:43 GMT
I'm not sure if there is much space in the MIDI range. Did you have an idea of how to chart it?
David
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Post by raynebc on Nov 9, 2012 22:56:45 GMT
Rocksmith's charting is based on an XML style format, which means it could have as many difficulties as you wanted. If we wanted to implement something like that with MIDIs, I imagine the best way to do it would be to write each difficulty in a separate MIDI track (like with pro keys). I can immediately think of two different ways to map the difficulties:
1. Use the MIDI track naming, ie. Phase Shift could see tracks named "PART REAL_GUITAR_22_0", "PART REAL_GUITAR_22_1", "PART REAL_GUITAR_22_2", etc. and be able to determine that the lowest numbered track is the lowest difficulty. Track naming is how RB3 identifies each difficulty for with Pro Keys.
2. Use INI tags, or maybe even a separate file (to avoid any issues since people use third party tools to edit song.ini) to map custom named tracks, something like:
<custom_tracks = "1"> <custom_track name="Distortion" type="Real guitar" difficulties="3"> <difficulty number="0" midi_track="DGUITAR_0"/> <difficulty number="1" midi_track="DGUITAR_1"/> <difficulty number="2" midi_track="DGUITAR_2"/> </custom_track> </custom_tracks>
It doesn't have to be XML, but it is definitely clean to look at. I'd tend to prefer option 2, because it would allow people to move beyond the limitation of one pro guitar and bass transcription per song, without resorting odd solutions like putting different guitar parts in different difficulties.
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Post by David on Nov 10, 2012 20:22:03 GMT
Gonna move this discussion to the song standard advancement thread.
David
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