This is a concept or project early in development

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Frequency Domain
 
 
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Genre: Music
Platforms: PC, Mac, Linux
Languages: English
Players: Single-player
Posted
Updated
Apr 30, 2013 @ 4:14pm
Jun 25, 2013 @ 9:31pm
Recent Announcements View All (7)
v0.5 Builds Ready! Play Create Share ! + Oculus Rift Builds!
v0.3.5 Public Builds Are Up!
Description
Frequency Domain is about exploring music and sound, ideally creating a synesthetic experience for the player.
Everything you see in the game is generated procedurally, either by the music or by the actions of the player.
In the game's current form, you can explore the musically generated terrain and jump off peaks and perform barrel rolls.
The game does not have (and never will have) any sort of explicit scoring system, enemies, finishing line or any other game design tropes.
I'm challenging myself to create an interesting experience without resorting to those methods.
I may not succeed, but it's worth a try.

Frequency Domain is NOT not an Audiosurf style game where the game generates a specific level for a given song.
I'm trying to expose every interesting part of the song to the player, parts that often get lost when you only have an algorithm attempting to analyse a song (often dismisses quieter frequencies as noise, etc)
I do this manual design work not by hardcoding moments, but rather by tweaking frequency resolutions (it's simple, but too long to explain here).
Since it's frequency based there is no time syncing involved which means all of the tweaking parameters for a song, no matter how long the song is, are a small fixed quantity of numbers (currently around 25).


The initial version of the game will release like an album, packed with 6-7 songs, which hopefully I can get done in the next 2 months.
Later this year, my plan is to release a version which exposes the design tools I use in Unity to the players in-game, allowing them to load their own song and craft their own unique experience for any track.
Depending on how people approach it a single song could have multiple unique interpretations!
The players will then be able to export the design/tweak work they did for a song into a text file (really tiny, just a few numbers) and share them with each other and improve on each others work.



As of v0.5, you can load your own mp3 files and customize the experience using the in-game editor. You can also save/load those parameters and share it with others!
Play Create Share GET!
Get the v0.5 build here: http://steamcommunity.com/sharedfiles/filedetails/updates/142393387/1372116927


Tutorial on how to use the in-game editor:
http://www.youtube.com/watch?v=E-4CuMeJJ9A

I'm using a lot of Daft Punk in my demo videos: this is purely for demonstration purposes (wish I was actually working with them though >__<).
Speaking of which, I'm currently working with a few artists to make music for Frequency Domain, but I'm still looking for more music collaborators. Please let me know if you're interested or know someone who might be!

There are no plans for a commercial release, I couldn't even if I wanted to since I don't have a Unity Pro license!
Because of this and some others reasons I can't get into here, the game will always be free (the most I can hope for is a donation button on a website).

Also, Oculus Rift version coming ASAP!


The Oculus Rift build is here!
http://steamcommunity.com/sharedfiles/filedetails/updates/142393387/1372116927


Frequency Domain is still work in progress, feedback is super appreciated!

TIGSource Devlog --> http://forums.tigsource.com/index.php?topic=31379.0
Popular Discussions View All (4)
10
Nov 21, 2013 @ 3:30pm
Post feedback for Frequency Domain v0.5 Test Build HERE!
surge17
7
May 22, 2013 @ 8:56pm
Wake up! This qan be great if you don't waste the potential!
Qon
3
Mar 2, 2015 @ 1:29pm
looks and feels great! (and a question)
Partymancer
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86 Comments
Firestar Sep 11, 2015 @ 7:21pm 
IM ANGRY MAN Aug 3, 2015 @ 9:28am 
Hey surge. Sent you a request here, if there is another way to contact you please tell me. Business related.
Jimbodavidson Apr 3, 2015 @ 10:59pm 
Haven't seen updates in a while, any news?
Tashiy Mar 2, 2015 @ 1:24pm 
Thanks a lot for this! Best experience I have so far with the Rift! I hope you develop it even more :)
Jiazecu Feb 2, 2015 @ 7:34am 
Nice Game , Voted
Avera9eJoe Jan 11, 2015 @ 12:16am 
Forgot to mention. Also if there was a fly mode that you could control your height off the ground. That way if I wanted to view as if I was always high up I could do so.
Avera9eJoe Jan 11, 2015 @ 12:15am 
I just downloaded this and I've greatly enjoyed my first play! I really hope you add a "race"/"dodge" mode in which you have to try and stay as low to the "ground" as possible. This could get super awesome if there was a scoreboard kept on each song.
surge17  [author] Aug 18, 2014 @ 5:34am 
I need to re-do the Oculus implementation from scratch since I've changed so much. Really want to play in the DK2, hoping to get my hands on a unit sometime in October!
Pete Jul 30, 2014 @ 11:00am 
Any hope for a DK2 demo?
Ray Ping May 31, 2014 @ 10:55am 
Kudos on the Oculus Rift love!