DIGM 540-900
I’m breaking down the code of a small prototype rhythm roguelike game and rebuilding it from the ground up.
So far, I have utilized two rhythm game frameworks, modified it to fit a unique enemy system, and introduced combat statistics with character selection. I tweaked the audio system to utilize generative stem music, with a dungeon path, as well.
The basic prototype has been completed and is available to test here. Development may continue into stretch features.
audioclip (1) beat sync (1) combat (3) drywetmidi (5) dungeoncore (2) dungeon director (3) enemyGenerator (1) events (1) fmod (3) github (1) introduction (1) invoke (1) json (2) midi (2) musescore (1) null conditional (1) plan (8) playables (1) reference (8) rhythmcore (1) rhythm game starter (2) rhythm quest (5) rhythm timeline (6) score manager (2) serializefield (1) signal emitter (1) streamingassets (2) stretch goals (1) track group (1) unity editor (1) unity engine (4) unity timeline (4)
The final summary of findings and roadmap with consideration of current project status.
Through thick and thin, the objective has been met, and the prototype has been made. Here’s the last few tweaks and challenges that brought it to “build”.
The penultimate summary of findings and roadmap with consideration of current project status.
The hills are alive with the sound of music. But these aren’t the hills of Austria, they’re monster-filled halls of some underground desert dungeon. This is how they were built.
Alas, a summary of findings and roadmap with consideration of current project status.
Some might say what I did was crazy, but to that, I respond, it would have been crazy to give up. And I’m not crazy enough to give up. Not this time.
Behold, a summary of findings and roadmap with consideration of current project status.
Coming off the heels of a long and difficult week of development, I’ve determined that sometimes silence is preferred. Too bad this is a rhythm game. Not really an option.
The next summary of findings and roadmap with consideration of current project status.
Ah yes, the beauty of writing line upon line of code with reasonable logic and positive results. Swords clash and shields bash, despite deafening silence.
Another summary of findings and roadmap with consideration of current project status.
Despite feeling like I was on the verge of taking up arms against this project, every GameObject it contains, and every script that runs it, I eventually prevailed. Soon, it will rise with its own armaments.
Summary of findings and roadmap with consideration of current project status.
I’ve started to mercilessly break apart the Rhythm Director, and I have yet to break it. I’m sure that will come soon, but for now, I’m building something new. And very slowly.
The internet provided me with a miracle in the form of a downloadable Unity Asset this week. I break down how it works and how I’m going to break it down to work the way I need it to.
My initial concept and roadmap for this course’s project. I’m sure it won’t change at all and is entirely fool-proof.
A broad overview of my history, skills, interests, and desires coming into DIGM 540-900.