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Dev Log #2: Deep Dive on Procedural-music (Timing)

[p]Hey DJs,

I hope you have been enjoying the Future Vibe Check demo! There have already been amazing creations made by the community! Make sure to make your own vibe in the demo if you haven't had a chance yet. [/p][p][/p][p]Last month, we explained why we junked conveyor-belt sequencing for node networks. Today, we’re zooming in on our Dynamic Measure System—the bit of code that maintains timing across the player’s factory to ensure everything is synced to play at the right time. In one sentence: the Dynamic Measure System is the metronome that everything in FVC marches to—music, machines, and VFX. In one sentence: the Dynamic Measure System is the metronome that everything in FVC marches to—music, machines, and VFX.[/p][h2]What’s a “Dynamic Measure” anyway?[/h2][p]Most games treat music like a playlist: fire a clip, wait, fire the next. In FVC every bar of music is generated in real-time from tiny sixteenth-note steps. A Dynamic Measure is the conductor that:[/p]
  • [p]Maintains the global clock of the music system[/p]
  • [p]Counts sixteenth note steps to support musical progression changes[/p]
  • [p]Broadcasts events so factories and logistics stay in sync[/p]
  • [p]Adapts its own length if you speed-up or slow-down the tempo mid-gameplay.[/p]
[p]Put simply: it’s the glue between design-time music theory and run-time chaos.[/p][h2] Time signature → measure → sixteenth steps – the building blocks[/h2]
[p]Musical term[/p]
[p]Definition[/p]
[p]How FVC uses it[/p]
[p]Time signature[/p]
[p]how many beats fit in one bar and what length a beat is. 4/4 (the pop standard) = “four quarter-note beats per bar.”[/p]
[p]Stored in a TimeSignature class where we manage how many ‘steps per measure’ are in the time signatures we support. All timing maths starts here.[/p]
[p]Measure / bar[/p]
[p]A single “box” of music drawn on staff paper—four beats long in 4/4.[/p]
[p]Our Dynamic Measure treats one bar as a unit of gameplay time. Most musical changes happen at bar boundaries.[/p]
[p]Sixteenth step[/p]
[p]A bar chopped into 16 equal slices (think “rapid metronome clicks”). In 4/4 time, 4 sixteenth notes in 1 beat and 16 in one measure. [/p]
[p]The smallest pulse we schedule. 1 sixteenth = 0.25 beats in 4/4. All factory events snap to these slices. The duration of it is based on the tempo or how many beats per minute. [/p]
[p]
[/p][h2]Sixteenth-Step Timer / OnStepInMeasurePlayed – The Game’s Metronome[/h2][p]Every frame we:[/p]
  1. [p]Subtract deltaTime from SixteenthStepTimer. Unity can’t guarantee sub-ms timing, so we re-add the lost microseconds into the next step. This keeps long play-sessions phase-locked—crucial when there are many instruments and half your factory machines triggering off the same clock.[/p]
  2. [p]When the timer hits zero, we fire the current sixteenth step and immediately re-arm the timer to BeatLength / 4 (a sixteenth note).[/p]
  3. [p]If we miss by a hair (because frame-rate isn’t sample-accurate) we carry that drift forward so long-sessions never de-sync.[/p]
[p]Result: Because everyone listens to the same event, animations, craft timings, and logistic movement are connected to the musical timing. Also, whether you’re locked at 240 FPS or dipping to 50 FPS, the timing is maintained. [/p][h2]Measure Bar Boundaries[/h2][p]When SixteenthStepsTaken == StepsPerMeasure we’ve reached the bar-line:[/p]
  • [p]GenerateNewProgression() rolls fresh chord progressions based on more user modifiable variables so the soundtrack evolves. We will take a deep dive on how progressions are made in a future post. [/p]
  • [p]ResetMeasure() zeros all counters while keeping that new progression in mind. [/p]
[p]Why only on the bar line? Musically, key or chord shifts feel natural at the start of a phrase. [/p]
[p]Key Parts[/p]
[p]What it does[/p]
[p]Gameplay impact[/p]
[p]Measure boundary[/p]
[p]Generates a fresh chord progression and zeroes the counters.[/p]
[p]Let the soundtrack evolve based on global settings you can manage on different measure boundaries. Your factories produce music that is temporally appropriate. [/p]
[p]Sixteenth Step playback[/p]
[p]Fires events & visual callbacks every sixteenth step.[/p]
[p]Drives movement, craft timings, and determines time of playback that is synced to the global timer. [/p]
[h2]Putting it all together – the timing chain[/h2][p]Time signature (e.g., 4/4) ➜ defines Beats Per Bar/Measure[/p][p]            ↓[/p][p]Measure = one bar (4 beats)[/p][p]            ↓[/p][p]Measure split into 16 sixteenth steps[/p][p]            ↓[/p][p]BeatLength (tempo) / 4 = real-time seconds per sixteenth step timer[/p][p]            ↓[/p][p]Dynamic Measure counts steps → fires OnStepInMeasurePlayed[/p][p]            ↓[/p][p]At step 16 or when we reach total steps in measure: GenerateNewProgression + ResetMeasure
[/p][p]6. What’s next?[/p][p]Next month we’ll expose more of how the generator determines what to play based on generated chord progressions. Until then, keep the vibes checked ✌️[/p][p][/p][p]Check out the Future Vibe Check demo on Steam and if you enjoy it, consider giving us a wishlist and leaving a review! If you would like to learn more about the game, then join the Future Vibe Check Discord![/p]

Future Vibe Check Demo

Hey DJs,

[h2]It’s time to bring the vibes. Future Vibe Check demo is now available![/h2]

[previewyoutube][/previewyoutube]

Future Vibe Check joined Six One Indie where Buddy took a deep dive into the musical automation game Future Vibe Check where you don't just produce goods but produce music! Summoned by Infinity, you must rebuild reality. The call of endless optimization will be sublimated into sound. Automate the Vibe. Defend the Vibe. Become the Vibe.

Check out the demo here and if you enjoy it, please give us a wishlist
https://store.steampowered.com/app/3724990/Future_Vibe_Check_Demo/

[h2]Demo Contest[/h2]
I want to challenge you to make the best sounding world in the Future Vibe Check demo! Design and create the best sounding world to win a prize! To enter, join the Future Vibe Check Discord and enter your submission there!

- riv otter

Dev Log #1: Why Did We Ditch Belts for Musical Nodes?

[p]Hey DJs,

Last month, we revealed that Akupara Games is publishing our first automation game, Future Vibe Check. [/p][previewyoutube][/previewyoutube][p] I talked with Unwise, the solo developer of Future Vibe Check, about what they have been working on. [/p][p]Hey everyone—Unwise here with a quick peek under the hood of Future Vibe Check. Early prototypes pushed music “items” along conveyor belts to an endpoint to be played. The inspiration at the time were sequencers and tracks in a DAW (desktop audio workstation) where there is a linear progression of time and music is played left > right. This seemed like a great fit with the concept of conveyor belts in automation games. [/p][p] [/p][carousel][/carousel][h2]This worked but there were two things missing. [/h2]
  • [p]Since items moved on a ‘belt’  (similar to a DAW Track) it was hard to modify as music was being played. Music happened to you once parts arrived vs you engaging with the creation at runtime.[/p]
  • [p]The belt based system didn’t communicate music information outside the visual of the item itself which was hard to understand with 100s of items traversing a belt path. This needed to change so that more music information could be understood and visualized. Since items moved on a ‘belt’ (similar to a DAW Track) it was hard to modify as music was being played. Music happened to you once parts arrived vs you engaging with the creation at runtime. The belt based system didn’t communicate music information outside the visual of the item itself which was hard to understand with 100s of items traversing a belt path. This needed to change so that more music information could be understood and visualized. [/p]
[h2]So, we rebuilt the music creation system [/h2][p]into a Node Based Composition system and maintained belts for the crafting loop. [/p]
  • [p]Rhythm = Distance: Players place nodes on a grid and each cell on the grid is a sixteenth-note. Drop a node four cells away and you’ve got a perfect quarter beat. Timing is something you place, not something you scroll through. Players already think in conveyor-belt lengths and tile counts, so binding rhythm to distance means they never leave that spatial reasoning loop. This condenses rhythm and routing into a single view—ideal for quick iteration during gameplay.[/p]
  • [p]Signals, Not Items: Instead of shuttling physical notes, we moved to players creating an abstract “signal” that is sent to their node network and  impacts the music played. That means zero belt congestion and instant branching—perfect for quickly modifying beats. [/p]
  • [p]Probabilistic & Generative: One advantage of thinking in networks is that a signal can fork to any number of nodes; this then makes music creation probabilistic. You become the conductor, tweaking patterns on the fly.The switch turned composition in FVC from a destination into a creative building journey working in concert with the belt based automation loops. [/p]
[p][/p][p]Next month, we will talk about how the music is played once a signal reaches a node by taking a deep dive in our procedural music in FVC. Peace and Love - Unwise[/p][p][/p]

Welcome to Future Vibe Check!

Hey DJs,

I’m riv otter, the community manager for Akupara Games and I’m thrilled to introduce you to Future Vibe Check!!

[previewyoutube][/previewyoutube]

What we’re looking to do with Future Vibe Check! is a little different than your typical automation game. There’s a lot of psychedelic colors, a ton of philosophical inspiration, and the whole thing revolves around the music that you hear when you play. The soundtrack for this game is entirely what you make of it, plus a whole bunch of other stuff that I think you’ll really vibe with.

If you want to get the inside scoop on all things Future Vibe Check!, including updates to the dev process and especially when we start putting a demo out for you to play, join the Discord: https://discord.gg/g5u6ZmMscu


Check out Future Vibe Check! and wishlist it on Steam!
https://store.steampowered.com/app/3525890/Future_Vibe_Check

-riv otter