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TWINSTICK JUKEBOX - RHYTHM

DESCRIPTION

Twinstick Jukebox - Rhythm is a gamemode as a part of a Twinstick Shooter base game (provided by the education).

It combines the Twinstick Shooter Genre with the Rhythm genre, making the player do their shooting and dashing input on the beat while fighting hordes of enemies.

Every team member has made 1 weapon and 1 enemy, the gamemode was a team effort.

ROLES

System Design

SKILLS LEARNED

- Gameplay Tags and Homing

- Technical side of UI (weapon select)

- Playtesting with a focus on 'follow the fun'

- Basic Behavior Tree knowledge

YEAR

2020

PLATFORM

PC 

Team Size

5

GENRE

Twinstick Shooter

Rhythm

Marking Enemies

Activating
Marks

Visuals and
Homing

Following the
Fun

Surrounding Movement

MarkGun1.gif

Mark Gun Iterations

During the 8 weeks of the project my main task was the creation of the Mark Gun.

The images below show the process of the Mark Gun during the 8 weeks with some notes on how it was progressing.

This project the meaning of 'Following the Fun' had become very clear to me as I had to figure out from playtesting and feedback that the designed weapon was more fun if the dash was integrated into it's ability.
 

The first iteration of the Mark Gun was based on the concept to have a gun mark enemies and be able to than activate those marks to create homing projectiles that would go back to the player and hit enemies.

In the second iteration the Mark Gun now works on multiple enemies and shoots back to the player, homing still isn't working but the base concept is present now.

MarkGun2.gif
MarkGun3.gif

Iterations 3&4 were focused on adding visuals to the Mark Gun (the green particles indicating the mark as well as a particle effect on the projectile). Homing was also implemented allowing for the projectiles to always reach the player.

MarkGun4.gif

The final iterations were mainly driven by playtesting, in the results it showed that players found it hard to activate the marks (as it was a seperate input) and I swapped that input to dash to make it more intuitive. This ended up bringing the weapon to a state where it was enjoyable for players and balanced in the game.

Rhythm Prototype

RhythmPrototype.gif

 

I created the original prototype for the Rhythm system in our game which got directly adapted to the gamemode. The prototype was based on getting the audio time (so how long the audio is playing) and by dividing that time by using some calculations and the BPM we could figure out if we were on the beat, close to the beat or missing the beat.

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