Beat Attack [prototype] - One-button two-player rhythm puzzle combo heaven!


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edited in Projects
Hi guys!!!! :D

TLDR: Play Beat Attack (tentative) HERE AND NOW:

http://www.twoplusgames.com/beatattack

Then TLDR 2: Screenie:

image

TLDR 3: Video:

http://instagram.com/p/tyeY1AN1Qk


Ya'll know about my love affair with a few things:

1. Japanese style puzzle games (not the western stuff. Not jigsaw puzzles, not Threes (though a great game too!), not Angry Birds (that hardly qualifies as puzzle in any culture :P))
2. Multiplayer games
3. Multiplayer games that fits a tablet
4. Music games

And I feel I've hit many of those with what I've made so far in Beat Attack (tentatively titled)! :D

It's finally ready, after adding layers and layers of juice and minute system changes (I'll tell you a game like this relies a LOT on its FEEL. When do the blocks drop? When do chains count? Etc, all changes the feel considerably. I've been working on those).

The massive heads in the back may be a bit distracting because they're animated, but I feel strongly about making the game feel something like DDR - that it's very visual to watch for people not playing. I've dimmed them back a bit with a black overlay, so let me know what you think of them.

Lots of stuff still to add :)

Looking forward to your feedback! Now go play it!!!! :D

http://www.twoplusgames.com/beatattack

Please? :)

Credit goes to the awesome Tim Harbour for working with me closely to make the kinda procedural music system for the game, dude you're a freaking legend!! :D

Comments


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    edited
    Is it just me or is the video not loading? It's an instagrammy :/

    Edit: for anyone else posting instagrammies, remember to take out the "/modal=true" in the URL - remember the slash too!

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    That modals in the background looks awesome. This has come quite a bit keep it up. I am going to wait and play it at rAge...

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    very very cool concept, although it's a bit confusing at times - i can sometimes pick up blocks and move them where i want, but sometimes i can't pick them up, or it picks up more than one, or it picks it up and puts it down where i don't want it. i really like the idea, but i think i need to play it on a tablet instead. also, the pace ramps up really quickly so you don't feel like you have control of the game at any point.

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    @moonstormer thanks for the feedback :D yeah I think I need some sort of brief tutorial - it's not a straight forward system after all.

    The speed ramping is one thing I REALLY still need to look at - right now the linear progression is really actually too fast for most. I'll be addressing that before rAge.

    The pick up/drop works like this - if you're holding nothing, you'll pick up everything on top of the same colour. So if there's 3 greens on top you'll grab them all. Then you'll drop anything you were holding if you press again. That's all really :) While you're holding blocks you'll see there are outlines of the colours you're holding to show you where and what you'll be dropping.

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    @kobus dude if you play hexagon on hyper I'm keen to see if you can survive the current speed :P I wanted to bump it up to 200bpm :P

    The speed mechanic needs work to fit everyone, and I'm not keen on making it one straight up difficulty setting thing. Need to think on it more, have one idea that I will implement soon.

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    Those backgrounds are fine. You can never go wrong with the bear chuck and missile shark :)

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    @FanieG I am so daft lol I didn't even notice they were from universe TU.

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    Yeah they are definetly from TU limited.

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    Seems I'm slowly but surely building my own Dark Tower :P

    Will upload a new speed adjustment system soon. Don't have much time right now but sooooon!

    Also I hadn't included any specific questions because I wanted to see if there was any general feedback on the game. I guess that's simply the wrong way to go about it XD Will also post more specific questions later :)

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    edited
    @Tuism I love the Player versus AI or Player versus Player thing happening here. And the way the music tempo supports where we are during the game is wonderful. It's colourful and fun and invites one in and instills a feeling of urgency.

    I know this is a prototype, but I would maybe need a big static picture (or sequence of pictures - maybe a slideshow?) as a tutorial that describes the game-play mechanics with bold arrows pointing to objectives etc before the actual game begins? or maybe as an optional thing for those that do? :)

    One thing is for sure...I suck at this game, might have something to do with me being rhythmically challenged though :)

    Maybe a feature that rates/test one's rhythm skill as a tongue in cheek option? Player must mash the test button to a preset rhythm and their skill level is presented like on one of those carnival high striker things? Just some random thoughts. I know rhythm is not the only focus of the game, but pattern matching as well.

    Will definitely give it some more playtime. ;)

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    Thanks @konman :D

    Yeah right now the tutorialisation is just not there. But I actually want to build the game *so clear* that it doesn't need that. From my personal perspective I have so much frame reference into this world of games that I can practically pick up any of its type without tutorial and be able to play it - but I absolutely understand that I'm dealing with a VERY different populace of people here (Westerners!) and I think half of you haven't played half of the games of this genre that I've played.

    So the context is missing and THAT is important. Regardless, I *still* want to add more juice to it to make it as immediately understandable as possible. Was there anything in particular that you really struggled to understand initially?

    SPEED. Right now that's my biggest bugbear with this - I love the music system, how it can match the pace of the game precisely. But I'm struggling to find a good, fair and fun way to speed up/slow down the game. It was on a linear upwards climb until 150bpm, but then it just got brutal for most new players. I didn't want to make it a difficulty setting that you chose before starting the level, or just a linear trend going up (like it was)... I want it to be part of the play, but still be kept simple... Any ideas would be much appreciated :D

    The "taps per minute" meter could be funny :P It's like Starcrafters with their Actions Per Minute or something. Not really the point of the game but yes it could be funny. There was a score in there, and that was pretty fun to build (chains multiplied your points exponentially, which is really satisfying) but I took that out for the two player matchup because it simply meant nothing. I'll implement that for a single player mode (like not versus even against AI.

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    Hokay guys, I made a few changes to the latest build, still here:

    http://www.twoplusgames.com/beatattack

    1) Added a "connecting" visual cue to show that blocks connect. I realise a tutorial type thing is probably still necessary, but any juice to demonstrate mechanics is better than not :)
    2) The speed change is now dependent on the gamestate - ie it slows down.
    3) The win/lose thing is clearer at the end, you'll see.

    Now I have some specific feedback questions! :D

    1. Do you understand it initially? If not, what don't you understand?
    2. Was it / is it too fast?
    3. Have you played other games like this, and if so, does this feel different enough?
    4. Did the giant animated heads make it difficult for you to read the game clearly?
    5. Were there parts of the interface that didn't make sense initially?
    6. Does the game make you want to "get better", does it feel satisfying making the matches then chains?

    Thanks guys!! :D

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    edited
    Getting ready for rAge... WHAT EVEN IS LOVE?! <3

    http://instagram.com/p/t71TBit1cJ

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    edited
    Beat Attack's rAge build is now online :) http://www.twoplusgames.com/beatattack :)

    Thanks to everyone for giving Beatattack a try at rAge, it's truly been awesome and I totally forgot to ask everyone to help me make a video like this :(


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    Any chance of a downloadable build for those of us that the Unity3D plugin hates? ;)

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    Your wish is my command :D And yeah I know my computer bombs every second instance of Unity3D plugin. I don't know why, just testing Dead Run before had been hell :/

    Windows build right here!
    http://www.twoplusgames.com/beatattack/beatattack_windows.zip

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    Goddamit @Tuism I have had that intro screen theme stuck in my head the entire weekend! :P

    Beat, beat, beatbeatbeat, beat, beat, beatbeatbeat...

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    Hey guys :)

    So I tried an iOS build on my iPad 2, which is obviously not the fastest hardware these days, but I was wondering if there was a way to "simulate" the frame rate and speed of iOS while compiling and playing on desktop, because I was noticing that the frame differences was making the game feel different, like the lerping of objects between static states were taking longer (frame rate was probably lower, but then the game should be framerate agnostic, right?)

    http://instagram.com/p/u3-GEIN1Ql

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    Are you using Time.deltaTime with your lerping? Then it should be framerate agnostic.
    http://unity3d.com/learn/tutorials/modules/beginner/scripting/delta-time

    There is also the fixedupdate function, but delta time should be fine for lerping etc. Fixed upate is for an update call that's more regular and mainly used for physics updates as far as I know.
    http://unity3d.com/learn/tutorials/modules/beginner/scripting/update-and-fixedupdate

    I'm not sure how to simulate slow framrates.

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    I'm not using Time.deltaTime, but I am putting things in fixedUpdate.... I think most things are there. But I'll give it another check, I was wondering if it's something that duh :/ Guess it would be! Thanks!

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    Yeah, in principle all the position adjustments (manual animation) that you make should be multiplied by Time.deltaTime, this way you are not reliant on the actual hardware, the constant you use with it is up to you.

    As for slowing down the time or speeding it up you can set Time.timeScale (hope that helps):
    http://docs.unity3d.com/ScriptReference/Time-timeScale.html

    Nice game, you planning on releasing this?

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    Also, if you're doing any easing (making movements and lerps seem to accelerate or decelerate) the naive way of saying "move half the distance each frame" is super framerate dependent. That tends to keep coming up.

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    @critic yeah the responses have been good, I still need to get the core to be sound (a lot of juice and feedback is as yet not adequate) and get, do some more testing with difficulty curve, and add a bunch of stuff like a progression and some things like different characters. More and better art, more music, etc. It'll still be a while!

    @dislekcia yeah I realised the frame dependency stuff, I'm migrating everything over to FixedUpdate :) What, if any, is the better alternative to making easing stuff?

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    Cant you multiply the lerp function by deltatime as well ?

    x = lerp(curruntX, desiredX, 0.1f * 60/ Time.deltatime);

    Also what about smoothdamp ?
    http://docs.unity3d.com/ScriptReference/Vector3.SmoothDamp.html

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    I hate using time.deltatime in the lerp function. What I like doing is using Animation curves which I can tweak for tweening.

    float step = 1f / totalMovementTime; //frequency (how much it should move per "step") 
    float elapsedTime = 0f; 
    while (elapsedTime < totalMovementTime)
    {
       float s = elapsedTime * step;
       float t = animationCurve.Evaluate(s);
    
       yPos = Mathf.Lerp(startPosition, endPosition, t);
    
       elapsedTime += Time.deltaTime;
       yield return null;
    }


    I like to have this in a Coroutine, So in your case (I'm assuming) the instance you pick up a block you start this coroutine. This will be frame independent using time.delta time to evaluate how far along the animation curve you're are at giving you the position you should be in the lerp. The reason I like to use animation curves is because I can tween it as I like very easily and the function just works. You've got to make the AnimationCurve public to see it in the inspector.


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    @Tuism, I think fixed update fires every 0.02sec, which basically caps your update logic to 50fps. If the hardware is running slower, you are updating your animation more times than it's being drawn, on the other hand if the hardware is faster, you are still capped at the 50fps update frequency, essentially missing some draws...

    Not sure if you need to worry about such issues for this project, since you are not drawing huge amounts of polys.

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    @Sugaboerie most of what you got there is gibberish to me but I'll try and figure it out XD Although I'm not using time.DeltaTime, I'm using FixedUpdate... And even if it's capped to 0.02 seconds it's really not a big deal, it's not like I need super amounts of computation... I think, yeah?

    @critic wait, so the 0.02 secs of FixedUpdate is a mandatory step that will always take up cycles even if it doesn't need the cycles... And so using FixedUpdate could actually lag the game out by computing too much?

    When you say I'm not drawing huge amounts of polys I'm not sure what the standard is... I was testing the current, obviously un-optimised version on my iPad2, and it was laggy as hell :/ So I feel like I need to squeeze as much performance out of it as possible. And/or change the entire visual style... Right now the blocks are polys and that's probably taking up a fair bit of rendering, I can change them to sprites, which would be easier on the rendering, right?

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    edited
    @Tuism, I think that the fixed update is an interrupt in Unity, it will fire every 0.02sec, I don't know the details, point being that Update fires on every frame and that's probably the best place for your animation position update.

    Looking at your game I don't think you are anywhere near the lagging point when it comes to poly count, the current gen iPad can handle over 200k poly. There is a stats button on Unity game window that can give you some more insight.
    http://docs.unity3d.com/Manual/RenderingStatistics.html

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    Er... polycount and updating positions are different things, afaik. It's a lot more complicated than this, but super simplified the polycount is (usually) a GPU-related thing whereas the updating of the positions of things (usually) is a CPU-related thing. If you're trying to optimize the thing that isn't your bottleneck, you get no benefit whatsoever.

    The Unity Profiler should help quite a bit with that (I assume you've got Unity Pro, given that you're deploying to iOS?), and you can also deploy builds with various things turned on/off to try and narrow down what the problem is.

    Just looking at your screenshots and stuff, I'd try changing all of your shaders to not be using anything that takes any lighting whatsoever (like Unlit Texture or something), and see if there's an improvement. (I mean, it's possible you've baked your lighting onto your 3D geometry, but I suspect you didn't.) It'd probably also be useful to get some kind of FPS/mspf display going on device, so that you can see with actual numbers whether what you've changed is an improvement or not, rather than guessing. I imagine a script for that must be on the Unify wiki or something, because it's super handy.

    Also, @AngryMoose is, like, the best person to talk about this stuff BY FAR.

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    edited
    Well if you are updating the position of your polys 3 times per draw instead of once it can have an effect, an effect that probably wont be notable on a puzzle game, yet a problem when working with numbers that are close to the limits of the device.

    @Tuism, do those blocks have top/bottom/left/right/back sides? If they do you can probably safely get rid of them.
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