![]() Because the project was new to PlatinumGames, its staff faced multiple challenges when developing the gameplay and open-world environment. The goal was to make a sequel game that would be faithful to Nier while improving the combat system. Akihiko Yoshida, known for his work in the Final Fantasy series, led character design. Production began in 2014, with series creator Yoko Taro, producer Yosuke Saito, and lead composer Keiichi Okabe reprising their roles in Nier. It also includes gameplay from other video game genres, with elements varying from shoot 'em up to text adventure. The gameplay combines role-playing elements with action-based hack-and-slash combat. The story requires multiple playthroughs, with each playthrough revealing new story elements. Nier: Automata is set during a proxy war between alien-created Machines and human-crafted androids, focusing on the actions of combat android 2B, scanner android 9S, and rogue prototype A2. A Nintendo Switch port was released in 2022. Nier: Automata was originally released for the PlayStation 4 and Windows via Steam, and an Xbox One port published the following year. It is a sequel to Nier (2010), itself a spin-off of and sequel to the Drakengard series. I am not a mathematician by any means, so that is as far as infinity goes for me (I also believe that light travels in infinite speed in a vacuum, come at me bro! I am a digital being, speed of light is my universe’s sampling rate).Nier: Automata is a 2017 action role-playing game developed by PlatinumGames and published by Square Enix. But please do the math, it is possible (but not proven) that there might exist some configurations where the exact repetition would take (billions of billions of times) longer than the known age of our universe. I should have said “(practically) never repeating” above. I’d love it if you give some sort of attribution, still cool if you don’t do it.Ĭ: You are a filthy liar! You can’t create “never repeating” patterns with a system whose state space is finite!Ī: You are right. Q: Can I use the output in my own piece, am I allowed to do that?Ī: By all means do so! Hell do it even if I said no. Also the code needs a bit of clean-up to be meaningful.Ĭ: I found this bug where the cells move in circles. I might open source the whole thing while I’m at it. Q: Why can’t I load pieces from other peoples’ links?Ī: You most probably have JavaScript disabled.Ī: I will open source the HaXe DSP library I used to program this. I wrote a DSP library with HaXe and programmed this to try it actually. Sorry.Ī: I programmed this with the HaXe programming language (it is awesome, look it up). I will make a standalone version of this at some point which will emit OSC and MIDI. ![]() Always open to suggestions.Ī: I will look into my possibilities for doing this. The ability to change the scale that is used and ability to change the overall tempo is already added in the second release. ![]() there are a lot of things that can be added, but I don’t want to clutter things. Here are replies to some common questions:Ī: I really strived for simplicity for this instrument. If you encounter something you like, just press “Copy Piece Link” and save it somewhere, or better, share it! Go add some cells, change their orientation by clicking on them, and press play, experiment, have fun. This set of rules produces chaotic results in some settings, therefore you can end up with never repeating, gradually evolving sequences. If a cell encounters another cell on its way, it turns itself clockwise. ![]() If any cell encounters a wall, it triggers a pitched sound whose frequency is determined by the xy position of collision, and the cell reverses its direction. at each cycle, the cells move themselves in the direction of their internal states. It employs a cellular automaton type logic I’ve devised to produce sound events.Įach alive cell has 4 states: Up, right, down, left. Update: Click here to get Otomata for your iPhone / iPod / iPad! You need Flash plugin to experience this content. ![]()
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