Why did you submit this to PROCJAM? Why do so many people submit non-procedurally generated games to PROCJAM?
DOOT (7dfps jam)
A downloadable first-person dooter for Windows, macOS, and Linux
You went down to the crossroads at midnight and made a deal to be the best jazz musician that ever lived.
Now that you're not alive anymore, you've got other problems!
Press 1 to wield the trumpet (machine gun), 2 to wield the trombone (shotgun), or 3 to wield the mighty tuba (rocket launcher) as you fight off the demon horde.
Submitted to the 7-Day FPS game jam, this was my first time making an FPS! Check out the dev progress thread from the week. People seem to really like it so I think I will turn it into a full game!
I used ManicTime to track my hours for the jam. I spent 25.35 hours making the game over the 7 days, not including time spent googling how to make an FPS.
- 15.3 hours using Unity
- 8.78 hours using Visual Studio
- 24 minutes using Audacity
- 1.2 hours miscellaneous
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Procedural generation exists in many forms. In this case, the generation was mapping the player's "firing" to musical notes that would be aurally appealing and also sound like jazz, based on the amount of time between their shots. Would have liked to do more with it.
Interesting concept. It was initially unclear exactly how the music you generate with the weapon and the gameplay relate (do they?). Could be awesome to develop some more in-depth levels. Good amount of work for the jam period! Have you tried exploring the 'music as weapon' concept in a game before? There's an interesting book: https://mitpress.mit.edu/books/sonic-warfare
Mr Skeltal approve