View Full Version : Drums: Double bass?
interview
04-30-2007, 10:28 PM
The developers have very likely thought about this already but I would probably die if I couldn't double-pedal in this game, from how much fun it sounds like it's going to be. Maybe it would optional, like the kit comes with two pedals (bass drum and hi-hat?) and you can buy extras for $10 or something.
Also, typing that just caused me to wonder if there will be open hi-hat support in this game. I would think that this is definitely something to consider (although once again I'm sure they have already), but maybe it would only be available in harder difficulties or something (kind of like the fifth string/fret in GH only becoming playable in Hard/Extreme [and the fourth string in Medium, now that I recall])?
I would understand, though, if the game is geared more towards casual/non-drummers than actual hardcore musicians ;)
bounchfx
04-30-2007, 11:57 PM
HELL Yeah Double bass!
If there's no double bass that means there's probably no good music. Jk jk. but seriously I won't buy it.
Ugh, I'm stupid, I'll buy it, but double bass would be cool, but most likely won't happen.
interview
05-01-2007, 12:03 AM
Hahaha, I feel the exact same way. I think there may be a pretty good possibility of it happening, though, since the CEO of Harmonix is a drummer. Hopefully he plays double bass!
pjaydrummer10
05-01-2007, 01:58 AM
what the hell is the drum kit gonna look like? is it gonna be like that whack-ass game taiko or is it gonna be like a hardcore yamaha or dw or pdp (u get the point) 5 to 8 piece drumset. i wish it was a like a five piece. AND I WANT 2 SEE PICS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Smidget
05-01-2007, 08:35 AM
I hadn't event thought of this! I imagine if double bass was implemented into the game it would work something like a hold does on the guitar. You see a line after a bass drum cue (or "note") and thats your sign to double bass twice the normal tempo for the entirtey of the line. Maybe different color lines after the "note" signify different speeds of double bass. This could work with cymbals as well: a line after a cymbal "note" means to ring the cymbal for entirety of the line.
Rainer7
05-01-2007, 03:29 PM
what the hell is the drum kit gonna look like? is it gonna be like that whack-ass game taiko or is it gonna be like a hardcore yamaha or dw or pdp (u get the point) 5 to 8 piece drumset. i wish it was a like a five piece. AND I WANT 2 SEE PICS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
It's gotta be similar to DrumMania:
http://i55.photobucket.com/albums/g153/Rainer7/drumking_L.jpg
sharky10c
05-01-2007, 05:17 PM
will the drum set be like a real electronic drum set (below)
http://www.sonicftp.com/news/images/alesis_dm5.jpg
interview
05-01-2007, 05:32 PM
I hadn't event thought of this! I imagine if double bass was implemented into the game it would work something like a hold does on the guitar. You see a line after a bass drum cue (or "note") and thats your sign to double bass twice the normal tempo for the entirtey of the line. Maybe different color lines after the "note" signify different speeds of double bass. This could work with cymbals as well: a line after a cymbal "note" means to ring the cymbal for entirety of the line.
That's a really interesting idea, I never thought about them doing it like that. I always just assumed it would be like GH, where one note on-screen requires one single hit on the physical drum. So, for example, each bass drum note in the game would require an individual hit to the bass, like how each guitar note on-screen requires its own strum (and a series of four notes requires four individual strums). But the idea of using the holds on drums is really interesting, maybe they could also use that for open hi-hats or something. Like the length of the line is how long you're supposed to keep the hats open.
Diapason
05-02-2007, 12:26 PM
Please, oh please.
DO NOT make a home drum controller similar to the Drummania one (red, showed in picture above):
Filmsy, weak, shaky, boring and as far as it can be from the real thing. It doesn't rock at all! That would totally ruin the experience.
I'd be more than ready to dish out more money for something like the electronic drum set shown in the second picture. If this is not possible for budget reasons, AT LEAST make the game fully compatible with such electronic drum sets, to allow for hadcore drummers to upgrade to something closer to the real thing!
sharky10c
05-12-2007, 07:33 AM
drum mania looks very stupid. a real drummer would have to be INSANE to buy drum mania
the_spike
05-12-2007, 05:07 PM
There was some sort of MTV drum game in the arcade at Six Flags. I hope the set is like that.
sa_nick
05-13-2007, 04:33 AM
I don't know why i didnt think of this b4, but if there is going to be a feature similar to Star Power from guitar hero, how will u start it when using the drums? a smaller pad to hit? automatic? foot pedal?
benjamin
05-13-2007, 03:09 PM
drum mania looks very stupid. a real drummer would have to be INSANE to buy drum mania
Drummania is very fun, and is the closest Rhythm game to actually playing an instrument.
Bloodlust
05-14-2007, 02:32 AM
Drummania is very fun, and is the closest Rhythm game to actually playing an instrument.
But lo, it's still not an instrument and thus could be a thousand miles away for all I care.
mysteriousdrc
05-15-2007, 11:14 AM
I agree with Diapason I'm willing to pay for the good stuff. It's not going to "feel" like the real thing unless there's at least a 4 or 5 piece kit.
benjamin
05-15-2007, 11:23 AM
But lo, it's still not an instrument and thus could be a thousand miles away for all I care.
The Rock Band Drum is not going to be a real instrument, so obviously, to you at least, it does not matter 2 ****s what the Drum Kit is actually like.
GruntKhum
05-15-2007, 12:59 PM
Double Kick? YES PLEASE!
Drummania styled kit? No **** OFF.
sharky10c
05-15-2007, 08:48 PM
dude ill be real pissed if i have to break my ass to get 150 dollers for set and it ends up lookin like drum mania:mad:
deathstick
05-15-2007, 11:43 PM
There was some sort of MTV drum game in the arcade at Six Flags. I hope the set is like that.
There used to be one of those at an arcade we used to frequent and it totally sucked. I was psyched to go in and play Ace Of Spades, only to get up halfway through the song because absolutely nothing worked like it should. The lag between me hitting the pads and hearing the sound was horrible and the majority of the pads didn't even register.
shrimp-n-gritz
05-21-2007, 02:27 PM
I would think that if the controller came with two pedals, on some songs one would be for bass and the other for high-hat control. But for other songs that feature double bass, the high-hat pedal would simply be another bass pedal. Sort of similar to the way the same guitar controller is used to play bass parts or rhythm parts or lead parts depending on the song. I think it may be too much to ask for three pedals, and it may be a bit clunky to try to change the function of one during a song. But I suppose it could be done.
As for the high-hats, I agree that an open high-hat note could easily be represented like a hold note in GH, and indicates how long the hats should stay open. I think rolls could be done this way as well. It would be hard to put such a density of notes into the pattern (assuming it works similar to the guitar parts), so the player could just be required to roll for the specified duration. I think it would also give a break to players who aren't that skilled at rolls because they are difficult to pull off for non-musicians. As long as the player is playing the correct pad at close to the right tempo during the roll, give him credit for it and go on. I don't want to lose the note because I only got in 15 snares instead of 16 or something like that. Maybe there could be a minimum tempo to keep the roll going, say 8th or 16th notes, but you can boost your score by exceeding it, similar to pumping the whammy bar. So whenever I am playing a roll for star power, I try to roll as many notes as I can in order to build up as much star power, but if I only hit the drum twice, I lose it. Of course, you always have to hit the first note to get it started and get credit for the note (just like holds on the guitar).
Sorry for digressing, my train of thought derailed.
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