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		<title>Noodle game</title>
		<link>http://musicgames.wikidot.com/forum/t-9220512/noodle-game</link>
		<description>Posts in the discussion thread &quot;Noodle game&quot; - At the Hut Meetings we started to test options a game based on noodling as drZdrowie with notrightmusic discussed in &quot;Introduce yourself&quot; thread.</description>
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				<guid>http://musicgames.wikidot.com/forum/t-9220512#post-4232753</guid>
				<title>Re: Noodle game</title>
				<link>http://musicgames.wikidot.com/forum/t-9220512/noodle-game#post-4232753</link>
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				<pubDate>Mon, 29 Apr 2019 06:50:28 +0000</pubDate>
				<wikidot:authorName>odolany</wikidot:authorName>				<wikidot:authorUserId>3713534</wikidot:authorUserId>				<content:encoded>
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						 <p>I think after yesterday's tests in the Hut, even if we didn't develop the ending, the game deserves to be included in the library as beta.<br /> Would you add it, Dr?</p> <p>One another idea for the personal dice: 2↑, 2↓, 3↑, 3↓, 4, 6 ?<br /> for triton and even for major third direction matters less anyway.</p> <p>directions for semitone would be interesting too.</p> <p>Let's record some takes next time.</p> 
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				<guid>http://musicgames.wikidot.com/forum/t-9220512#post-4100745</guid>
				<title>Re: Noodle game</title>
				<link>http://musicgames.wikidot.com/forum/t-9220512/noodle-game#post-4100745</link>
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				<pubDate>Thu, 27 Dec 2018 20:33:28 +0000</pubDate>
				<wikidot:authorName>odolany</wikidot:authorName>				<wikidot:authorUserId>3713534</wikidot:authorUserId>				<content:encoded>
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						 <p>Semitone is fitting to take the role of a cheat-token. Leads everywhere and is recognizable and &quot;predictable&quot; to ear. Then (returning to your first kind of musically nice idea about having one bigger and one smaller interval) if you have a dice of 2,2,3,3,4,4 and 6,7,8,10,10,11 (for example), you can get anywhere by using just two extra semitones max.<br /> Assuming players will try to use up as few semitones as possible.</p> 
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				<guid>http://musicgames.wikidot.com/forum/t-9220512#post-4099046</guid>
				<title>Re: Noodle game</title>
				<link>http://musicgames.wikidot.com/forum/t-9220512/noodle-game#post-4099046</link>
				<description></description>
				<pubDate>Tue, 25 Dec 2018 20:57:22 +0000</pubDate>
				<wikidot:authorName>DrZdrowie</wikidot:authorName>				<wikidot:authorUserId>4479116</wikidot:authorUserId>				<content:encoded>
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						 <p>On a lazy Christmas afternoon I was noodling in 17TET. After reassuring myself that I suck at music I've decided to turn to maths and game design to feel better about myself. Hence little musical considerations in this post.</p> <p>I've written a script to generate coprime table for a range of intervals (expressed in half-steps). There are some patterns but the only symmetry is inevitable and completely non-interesting diagonal one. If using two d12 dice there is a bit over one in three chance that the numbers won't be coprime so a reroll (or a player cheating) is necessary for all the notes in scale to be accessible. For other dice the probability is probably similar given somewhat even distribution of coprimes. Moreover I think that deciding whether two numbers are coprime is not obvious for many. So rerolls and and a table, just outright ugly. The situation changes little if we give players an octave for free as you proposed, dice and table are just smaller.</p> <p>As I already mentioned cards solve all these problems. As a bonus they provide way to weed out some possibly uninteresting interval pairs. There are 11 such pairs for intervals 1 through 6, and 45 for intervals 1 through 12. Taking the idea further, cutting the number of cards down shifts emphasis from a game to an aleatoric music piece. There could be a set of just a few cards dealt to players non randomly based on the range of their instruments. That would probably need some other starting and stopping conditions as target pitch can be hit in just a few steps.</p> <p>While thinking the player cheating remark turned out to be a useful foreshadowing. What if we accept whatever the dice give us and allow players to cheat a bit? I suspect that using one of 1,5,7 or 11 just once can get you to any target pitch unless a player already has that interval at their disposal. This also can be the gaming element here though at the moment I have no idea how.</p> <p>We could also use non-standard dice. If one dice has only 1, 5, 7 and 11 (some repeated or omitted (we don't want to deal with d4)) and the other 2,3,4,6,8,9,10,12 we always get a coprime pair at a cost of not all of coprime pairs being possible. For instance a two d6 with 1,1,5,5,7,7 and 2,2,3,3,4,6. I think that the bias towards smaller intervals makes playing easier and more melodic. With two dice one could be rolled just once and the other rolled for each player; the common interval could perhaps add some cohesion.</p> <div class="code"> <pre><code> 1 2 3 4 5 6 7 8 9 10 11 12 1 x x x x x x x x x x x x 2 x x x x x x 3 x x x x x x x x 4 x x x x x x 5 x x x x x x x x x x 6 x x x x 7 x x x x x x x x x x x 8 x x x x x x 9 x x x x x x x x 10 x x x x x 11 x x x x x x x x x x x 12 x x x x</code></pre></div> 
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				<guid>http://musicgames.wikidot.com/forum/t-9220512#post-4080808</guid>
				<title>Noodle game</title>
				<link>http://musicgames.wikidot.com/forum/t-9220512/noodle-game#post-4080808</link>
				<description></description>
				<pubDate>Sun, 09 Dec 2018 11:08:11 +0000</pubDate>
				<wikidot:authorName>odolany</wikidot:authorName>				<wikidot:authorUserId>3713534</wikidot:authorUserId>				<content:encoded>
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						 <p>Game flow was like that:<br /> Throw 3 dice: small (d4?), big (d10?) and 12-tone (special) - 12-tone dice shows target pitch for all players, and two dice show legal intervals (amount of semitones).</p> <p>Players travel with their melodies (game only for melodic instruments) to target pitch using only intervals allowed by dice and if they get there they stay at the target pitch repeating it until everyone achieves this task. Last person who gets to target pitch rolls three dice and the next turn starts.</p> <p>Musical parts are interesting, coherent and usually not tonal. But the global and gaming aspect lacks a lot.<br /> We didn't have an elegant way of providing doability of the task (you just could make a re-roll if intervals were not good for travelling to target pitch).<br /> We didn't have any direction as for overall development and ending.</p> 
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