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1075885 Posts in 44149 Topics- by 36119 Members - Latest Member: propmaster

December 29, 2014, 12:56:03 PM
TIGSource ForumsFeedbackPlaytestingBeat Juice Radio
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Author Topic: Beat Juice Radio  (Read 1241 times)
stevesan
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« on: February 03, 2012, 04:41:28 PM »

Play in-browser (Unity)

- A fresh take on rhythm/music games
- 1 player survival mode and 2 player versus
- 6 songs with unique "bronco mode" (survival mode) AIs!
- Layered music! The longer you survive the more awesome music you'll hear.
- Awesome new art by mooooosh

« Last Edit: May 06, 2012, 08:54:08 PM by stevesan » Logged

repstyle
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« Reply #1 on: February 04, 2012, 07:42:30 AM »

Cool start on this stevesan.

I think you can improve that by making visual references to the beat/rythm we hear in the song. By adding some effect on pulsation/tempo, or on some strong basses where the song become dynamic ... etc
Because this can help the non-musician player to catch the rythm. People usually are better to see rather than to listen.

Keep going.
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stevesan
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« Reply #2 on: February 04, 2012, 07:07:17 PM »

@OurPleasure - thanks! We are definitely continuing to improve, and we'll probably add some visual beat feedback.

How did the timing feel to you? Some have complained about the rhythm being off on some songs..but it's so hard to pin down.
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Jcup
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« Reply #3 on: February 04, 2012, 09:09:59 PM »

I really like the idea, maybe color coat the lanes, to more visually represent the different lanes.
Also the name... I don't know if you intended this or not, but this game sounds like a dirty joke. I understand it pertains to the game but Im sure many people are misinterpreting it.

But good luck, it has a lot of potential :D
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J. R. Hill
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« Reply #4 on: February 04, 2012, 09:38:48 PM »

Yeah, here in the US, "beat off" means masturbate.
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hi
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« Reply #5 on: February 04, 2012, 10:09:21 PM »

With a name like this, most people are going to look at your game expecting a two-player game about masturbating farm animals, and sadly, the actual game isn't anywhere as interesting as that. Or as compelling.

I suggest you change it to match the title. Add in battle horse masturbation. Soundtrack is a mixture of banjo music and groovy porno-funk. Do you have the power of the funk? Can you collect more horse semen than your pal? Do you have what it takes for... HORSE Beat-Off Xtreme!?
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noah!
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« Reply #6 on: February 04, 2012, 10:20:16 PM »

Wow, this is fun! Although, like most nights, nobody was available, so I had to Beat-Off by myself. Anyway, the movements feel really good, though a little too slippery. But I think it's just that this is my first time... What I really like is that you can make the other person as hard as you want, but then you have to -oh dammit guys why'd you all have to bring that up?

Anyway, yeah, what everyone else said. My only suggestion would be to provide an option to quantize player inputs, which might take away a bit of the spontaneity, but I think it could make things sound nicer.

(also, now i'm gonna spend the rest of my life firmly convinced that "piece of horse" is an innuendo...oh crap that's in my google search history now)
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repstyle
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« Reply #7 on: February 05, 2012, 02:27:33 AM »

How did the timing feel to you? Some have complained about the rhythm being off on some songs..but it's so hard to pin down.

I think it's due to the curve path that do not allow to the player to refer on marks or angles to locate pulsations. So, it's a bit hard if you don't have rythm in you.

But too, sometimes, points on path seems to don't be on the tempo. I think you have to get some musician's advices on this.
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RonaldoMike
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« Reply #8 on: February 06, 2012, 11:33:06 AM »

funny as hell, cant stop playing.
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Xyvir
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« Reply #9 on: February 06, 2012, 06:13:54 PM »

Concept: A+
Theme: A+
Music: A+
Execution: B-

I agree with the previous complaints. It would help to add some more discreet way to track the beats visually. Also, when a player is asked to repeat their own pattern, does this do anything? Several times I would not press anything when I was supposed to repeat the pattern I initially put in and still get a piece for some reason. Not quite sure how that works....

The repeat thing is a good way to police ridiculous patterns. Another way to do this would limit the number of beats a person can enter on a turn.

Also, forcing the player to actually play beats that are in time with the song instead of just allowing free-wheeling I think would help substantially. Accept all notes that are on beat up to 16th notes, (and no triplets) or something like that. Maybe punish people that aren't in time.(don't count badly timed beats or something.)

I love the concept though and would love to see this expanded. also I LOVE the horse theme intro music.

(EDIT: Oh, getting a piece is BAD, I missed this at first. Ok I get it now.)

Also I think more audio cues would help. Such as metronome ticks that count-off to a player making a pattern. You could even use different noises keyed to each player. As a matter of fact, having each player sound a different instrument, and having the example sound a little different too, would help me to keep up with what's going on at any given moment. If done right, you should not even need any text based cues at all.
« Last Edit: February 06, 2012, 06:18:57 PM by Xyvir » Logged

stevesan
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« Reply #10 on: February 06, 2012, 07:03:42 PM »

Concept: A+
Theme: A+
Music: A+
Execution: B-

I agree with the previous complaints. It would help to add some more discreet way to track the beats visually. Also, when a player is asked to repeat their own pattern, does this do anything? Several times I would not press anything when I was supposed to repeat the pattern I initially put in and still get a piece for some reason. Not quite sure how that works....

The repeat thing is a good way to police ridiculous patterns. Another way to do this would limit the number of beats a person can enter on a turn.

Also, forcing the player to actually play beats that are in time with the song instead of just allowing free-wheeling I think would help substantially. Accept all notes that are on beat up to 16th notes, (and no triplets) or something like that. Maybe punish people that aren't in time.(don't count badly timed beats or something.)

I love the concept though and would love to see this expanded. also I LOVE the horse theme intro music.

(EDIT: Oh, getting a piece is BAD, I missed this at first. Ok I get it now.)

Also I think more audio cues would help. Such as metronome ticks that count-off to a player making a pattern. You could even use different noises keyed to each player. As a matter of fact, having each player sound a different instrument, and having the example sound a little different too, would help me to keep up with what's going on at any given moment. If done right, you should not even need any text based cues at all.

Thanks for the detailed feedback! Totally agreed on the audio/visual cues, and we're experimenting with various tweaks. It's pretty clear just watching people play at GGJ that no one reads your fucking text Smiley Having an audio metronome count off is a good idea!

As for quantization, we may leave this as an option. I personally would appreciate being able to play triplets, but I can see non-musicians not caring so much.

Another option we're considering is whether or not we "echo" the beat to you right before you have to play it. We're also playing around with the round structure. Expect a new public build in about a week.
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stevesan
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« Reply #11 on: April 15, 2012, 05:08:40 PM »

Bump for new build. Please see the OP for info and what feedback we'd like. Cheers!  Toast Right
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stevesan
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« Reply #12 on: April 24, 2012, 11:30:28 PM »

Bump for new build - 6 songs now, fully developed bronco (survival) AIs for single-player mode, and some new graphics
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