Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411505 Posts in 69374 Topics- by 58429 Members - Latest Member: Alternalo

April 25, 2024, 07:17:00 PM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsCommunityDevLogsTERRORhythm TRRT - music powered beat 'em up
Pages: [1] 2
Print
Author Topic: TERRORhythm TRRT - music powered beat 'em up  (Read 2070 times)
EvilCG
Level 0
**



View Profile WWW
« on: November 27, 2017, 03:13:57 AM »

Hi everybody!
We are an indie studio Evil Corporation Games. In April 2017 we released our first game project - Star Story: The Horizon Escape (a text turn-based adventure RPG with 24+ alternative endings) on Steam.
We are currently working on our next game – TERRORhythm (see steam coming-soon-page here: http://store.steampowered.com/app/752380).
Our idea is to create mix of two genres: beat’em up and rhythm game in the dark cyberpunk world. Stylish level and character design, spectacular FX and hardcore rhythm-based gameplay - this is our recipe for a good game.

The core gameplay is a classic beat’em up battle with numerous enemies attacking the main character from both sides. The success of the battle session depends on how you can catch the rhythm of the background’ musical track and kick the enemies to the beat. The duration of one game session determined by the duration of the musical track playing on the background. One of the most important features we are going to provide is the possibility to upload your own music in game and play to it.





Our team was inspired by such games as «One finger Death punch», «Crypt of the necrodancer», «KickBeat», «Guitar Hero» and «Audio Surf 2». But we are trying not only to make a mixture of existing mechanics but also to give some unique features like music-driven level difficulty and scene feedback. We also decided to make a comics to allow you to explore a silent dark city where the game plot takes place. We will post comics regularly on our community pages and blogs.



As the game development is in progress now, we are hungry for any feedback, advice and opinions. First project experience of working with the community was so fruitful, so we have no doubt left about power and benefit of feedback. Hope that with your help we will make TERRORhythm the best it can be. Current tasks we are working on right now includes custom music support, equalized scenes, light reaction the beat, major gameplay improvements and balancing, normal and hardcore game modes, more miss.
« Last Edit: April 16, 2018, 09:00:26 AM by EvilCG » Logged

JoPed
Level 0
**



View Profile WWW
« Reply #1 on: November 29, 2017, 06:16:24 AM »

I will definitely follow the development progress on this one. 

Is it only coming to windows and macOS, or are you going on consoles? Because I could see working really well on consoles.
Logged

Penguinoccio
Level 0
**



View Profile
« Reply #2 on: November 29, 2017, 03:41:50 PM »

I like the name
Logged
EvilCG
Level 0
**



View Profile WWW
« Reply #3 on: November 30, 2017, 09:06:10 AM »

I will definitely follow the development progress on this one. 

Is it only coming to windows and macOS, or are you going on consoles? Because I could see working really well on consoles.
Hi! Thank you! Sincerely to say, it will depend on the success after release in Steam. But we would be very happy to release it on the consoles too
Logged

EvilCG
Level 0
**



View Profile WWW
« Reply #4 on: November 30, 2017, 09:13:05 AM »

I like the name
Yeaahh, thank you. We invented it accidentally and quickly enough. It was just, you know like it shows in cartoons: "the head with lightbulb". Before that, it was called "PeakBeat", but we changed it 'cause there is the game "KickBeat" already, so...
Logged

JoPed
Level 0
**



View Profile WWW
« Reply #5 on: December 03, 2017, 10:22:54 PM »

Your are very welcome!

That sounds good, but also understandable that you are waiting to see the success on pc.
Logged

Superb Joe
Level 10
*****



View Profile
« Reply #6 on: December 04, 2017, 02:17:36 AM »

[in mike tyson voice] Terrorhythm
Logged
EvilCG
Level 0
**



View Profile WWW
« Reply #7 on: December 06, 2017, 09:05:21 AM »

That was the TERRORHYTHM game logo research by our artists!
Which do you like best?
Logged

Penguinoccio
Level 0
**



View Profile
« Reply #8 on: December 06, 2017, 10:06:23 AM »

Top right

Terrorhythm is more catchy and should be more prominent than TRTM or TRRT
Logged
nathy after dark
Level 8
***


Open Sourceress


View Profile WWW
« Reply #9 on: December 06, 2017, 10:27:33 AM »

I love One Finger Death Punch, and I would love to play a more rhythm-based version of it, which is what this seems like. Good luck!
Logged

JoPed
Level 0
**



View Profile WWW
« Reply #10 on: December 07, 2017, 01:48:23 AM »

I like the the button middle with the headset and the middle right displaying the full name. Smiley

Logged

io3 creations
Level 10
*****



View Profile WWW
« Reply #11 on: December 09, 2017, 10:54:03 AM »

My first impression is that TERRORhythm is a good game title and TRRT also would be a good abbreviation (especially as a hashtag #TRRT instead of spelling the full title), but not sure if the two together would work as the title.

I was also thinking that what if would be easier to read the title if the two words are on separate lines.
TERROR
RHYTHM
But that might not work since in the title there's only one 'R' where the words mean.


GODHOOD (another rhythm hack'n'slash game) also has a devlog, but is on hiatus.
Logged

EvilCG
Level 0
**



View Profile WWW
« Reply #12 on: December 14, 2017, 04:52:05 AM »

Hey, guys!
Work on TERRORHYTHM is in full swing. Over the past week, we have managed to develop and add animation to the main character and the enemy. We also tweaked the location environment. Check out the difference between BEFORE and NOW.



Logged

EvilCG
Level 0
**



View Profile WWW
« Reply #13 on: December 19, 2017, 08:15:55 AM »

Some steps in animation on #TERRORHYTHM project.



Soon there will be more broken enemies.
Game Site: http://terrorhythm.evilcg.com
Logged

Pixel Noise
Level 10
*****



View Profile WWW
« Reply #14 on: December 19, 2017, 10:17:25 AM »

This sounds really interesting, particularly curious to see how you implement importing outside tracks into the game engine. Great name, great concept!
Logged

Pixel Noise - professional composition/sound design studio.
 https://soundcloud.com/pixel-noise
 https://twitter.com/PixelNoiseMusic
 https://pixelnoisemusic.bandcamp.com/

Recently completed the ReallyGoodBattle OST!  https://www.youtube.com/watch?time_continue=2&v=vgf-4DjU5q
EvilCG
Level 0
**



View Profile WWW
« Reply #15 on: December 21, 2017, 07:27:48 AM »

Working with sound when creating rhythm game (TERRORHYTHM' project)

The first question every rhythm-game developer asks himself: “Should my gameplay actually be powered by music?” If the answer is yes and it’s not enough for the developer to have just visual scene feedback to playing music, the second question appears: “Should I give the player possibility to upload his own track to play”? Sure, you can have the same question in the first case too, but only if your gameplay is really affected by music the answer is crucial for you. Because giving player ability to upload his music means to spend resources on developing custom music analyzer and level generator and also on wide genre testing and tuning. Delegate-level creation to Steam Workshop community doesn’t seem like a good idea till you don’t have the community itself.



We understood that program sound analyzer is a rather popular task, though still not trivial and trying to solve it with our small studio is the responsible decision. And we still could not resist adding this killer-feature, allow a player to crush souls to the rhythm of his favorite song.

Rhythm is center of our gameplay. So-called BPM(beats per minute) with its frequency you move your head to cool track. But if you want to build your game around the rhythm you should get it first. Music for the game engine is only set of samples he can play and some information about them.

BPM extraction is not a new task - even if you ignore rhythm games, DJ equipment manufacturers and digital audio workstations developers have done a great job in this area. And still after all these achievements they often delegate rhythm detection to human.


- tap CUE button to the beat and CDJ will catch it

We reviewed a lot of materials before came up with the solution that worked for us.
Music is complex soundwave, the vibration of air in your room, in the club or between your headphones membrane and eardrum.   Transformation of these vibrations to something melodic and rhythmic (what our brain does automatically) requires some calculations. Most part of these calculations is Fast Fourier Transform that converts the complex sound signal to the sum of sinusoids with certain frequencies and amplitudes. For those who can’t understand in what way curve from school connected to sound we will explain: the sound wave of sinusoidal form is the simplest timbre familiar to anyone. Phone line ringing for example. The frequency of this sine is sound pitch and amplitude is volume. Here are some FFT for different sound waveforms for illustrative purposes:



Of course for music resulting frequency spectrum will be much more complex - all over the range it will have some frequencies. If you remember any music spectrum analyzer (people often call it wrong: equalizer) you will understand what we are talking about. This is the clear picture of what sound look after Fast Fourier Transform.


- the loudness of frequencies from lowest to highest (left to right)

Thanks to the game engine that made this transform for us we can work with music like with the array of samples (number of these samples per second depends on quality and compression) that gives us information about all the sounding frequencies at every moment of the record.

So we have several tasks to solve with help of this data.

First and main task - BPM extraction. Almost every in-game parameters and values are linked to the rhythm - from enemies spawn and move speed to animations playback speed and combo behavior.

To extract rhythm we should first understand what it is. Usually, by beat we mean start point of the short repeated musical piece. Looping of this piece determines main song tempo. Classic rhythm-section consists of drums and bass (whether it rock or jazz, metal or dance music). This knowledge gives us approximate borders of the frequency range that we will scout for volume peaks. Our main goal is under 120Hz range, but besides it, we will also scan additional narrow range around 1kHz where often rhythm-section-supporters sit.

First, we should understand loudness range for these frequencies along all the song. These values are needed to make relative decisions. When we got minimum and maximum volume we can start the analysis. In short, this analysis is a iterating over samples from song beginning to its end and comparison of needed frequencies amplitude with min and max values and with siblings. By making kind of “low-frequency volume jumps map” we are trying to find periodical sequences - peaks, repeating with the same time period (luckily for music lovers and unluckily for music analyzers, bass and drum parts can be complex and different).
Most frequent value of this time period we are using as beat duration, which is used to calculate BPM.



Analyzer reacts different to various genres - of course, house music, where the clean beat is marked by kickdrum, is the simplest one to analyze. Dealing with aggressive metal genres, where the drummer can do incredibly fast and furious things, is much harder. In that case, we can ask additional frequency range for help. Searching for snare and electric guitar drops can help in beat determination. We should also remember about music genres with floating bar size, where musical phrases can be different size and duration - jazz, math rock and others.

Sound compression is one more thing that can hinder analysis. This way of post-processing music is used by many producers nowadays. Compression is all about narrowing difference between the loudest and the quietest frequencies (so-called “dynamic range”) through the song to make it sound louder without quality loss and extreme peaks. Obviously, extreme compression (which can often be heard in dance music) can be a barrier to drawing proper “low-frequency volume jumps map” and make analysis results wrong.



Bad overall record quality can be the problem too - big amount of noises at the wide range or bad mixing can cause frequency conflicts (garbage side frequencies emergence).

To provide some support for beat extraction algorithm we add sync during the playback. The pre-analyzed track gives us average BPM value. According to this value, we set beat duration and run main game timer. Then during song playback, we periodically synchronizing this timer to our “map of peaks”. If deviation is big, next synchronization is set to short period of time and gameplay in this period gets softer to protect player from system errors.

Add some small features to this analysis and we get working version of beat-sync mechanism. Now we can concentrate on interactive levels - spawn more difficult enemies sequences when music is intense, visual scene feedback, etc.

Anyway, to avoid the bad experience for a player who wants to play the game to old grandpa vinyl or arrhythmic metal of his friends' band, we honestly say after the attempt to upload song - sorry we failed to get this track tempo, please find something else.

Game Steam page - http://store.steampowered.com/app/752380
Logged

io3 creations
Level 10
*****



View Profile WWW
« Reply #16 on: December 21, 2017, 10:27:52 AM »

Instead of rejecting tracks that can't be analyzed, have you thought about allowing the player to manually set the bmp value?  Of course, there would also some form of visual check/test to confirm the value.
Logged

EvilCG
Level 0
**



View Profile WWW
« Reply #17 on: January 09, 2018, 04:45:41 AM »

Instead of rejecting tracks that can't be analyzed, have you thought about allowing the player to manually set the bmp value?  Of course, there would also some form of visual check/test to confirm the value.
Of course! You can set the dmp, but this manually seted bmp should be aliquot the bmp of analyzer. That's how the player will have the possibility to change the difficulty level.
Another way. We had an idea to let the player make his own customized levels: to let player set his own rhythms (there may be several in one track). We will return to this idea after the main mechanics will be done. It's a good idea, but it requires to use another technical principle   
Logged

EvilCG
Level 0
**



View Profile WWW
« Reply #18 on: January 09, 2018, 04:49:21 AM »

Hi there! The development of TERRORHYTHM game continues!
Introducing the first gameplay video:





Speed - 175 BPM
Controls:
Arrows "right", "left" - hit
Arrow "down" - expansion of the strike zone
Arrow "up" - Accumulation of force of impact *

* A blow with accumulated power causes more damage (depending on how much power was accumulated). It is necessary to defeat two mobs, if they are within short distance from each other.

A blow with accumulated power cannot be used against protected red colored mobs. In this case, the player loses his own HP one.
« Last Edit: January 10, 2018, 06:19:57 AM by EvilCG » Logged

EvilCG
Level 0
**



View Profile WWW
« Reply #19 on: January 26, 2018, 07:44:08 AM »

Hi everybody!
The development of our rhythm game TERRORHYTHM, fortunately, is still going on and is confidently approaching the early access. Today we want to introduce our mobs.

So:


This is the basic mob. It takes one kick to kill him. It's supplied in bulk, sometimes appears in pairs with a similar one (in this case to they do not inflict damage on the player, they must be kicked using a blow with accumulated energy).




The next enemy subject is already fatter and more massive. The real "argument" for him - it's 2 blows, or one, but with accumulated energy.





The third representative of the conflict party. It differs from the first two in that it will need to spend 3 hits, or one + one with the accumulated energy. He is also defter than his predecessors: after every strike, he changes the side of his attack.


We will be very grateful for the support of adding the game to the wishlist in Steam:
TERRORHYTHM Steam page:

http://store.steampowered.com/app/752380
Logged

Pages: [1] 2
Print
Jump to:  

Theme orange-lt created by panic