

How to get a low intensity progressive house intro?
Holy hell, i've tried so many things.
[DJ-style intro - isolated kick, subtle percussion, sparse atmosphere, designed for gradual mixing, no full arrangement]
[Extended progressive house intro - minimal kick and percussion, sparse instrumentation, establish a simple unforgettable motif, restrained energy, gradual layer introduction]
nothing works. I'm trying to get a simple opening like Strobe or Vanishing Point (deadmau5)
Surprised Asmon never comments on the radicalization that happens on Reddit
Pic: Polling subreddit and two threads I was involved in.
This subreddit and it's polls get recommended to me all the time to my home feed.
Every so often if a question interests/concerns me I check the comments, since it offers insight on how teenagers (and anyone else, really) on this website are thinking.
I question the sanity of it's participants sometimes.
How would you make a world react dynamically/difficulty increase based on the player base's exploration/knowledge?
Question: How would you make exploration a required game mechanic that affects EVERYONE'S gameplay/experience? What if the 'fog of war' reappeared in areas that have not been charted in awhile, and danger increases in these shadowed areas? Or energy/labour cost is increased in these fogged areas
Concepts that inspired this post
The Darkness: In Warcraft, there is a superstition among Kobolds that if they stay in the darkness of a cave system for too long, The Darkness will grab them.
Made In Abyss: A massive centralizing layered dungeon deep underground. A supernatural curse that makes ascending (moving vertically, getting 'out') increasingly more punishing the deeper you go
DanMachi: Another massive layered dungeon system going underground, but much less centralized (networks/entrances throughout the land, floor skips/passageways). Exploring already known routes not always easy due to the dungeon state changing on a whim, there needs to be a constant flow to information on where things are, and any changes to the environment (cave ins, flooding, monster nests breakouts). And venturing into lower floors especially ones you havent experienced before require extreme preparation and coordination.
Wildstar, Paths system: Paths were a sub profession that you chose at character creation. Explorer, Scientist, Settler, Soldier. Explorer got to visit areas of the game that were inaccessible to others via jumping puzzles and gliding privilege. Scientist: Gamifying filling out the game's lore wikipedia page