Devlog #2: New Rithym UI


The word of the developers:

We are very happy with the progress of our video game project, we see that the road is becoming more and more illuminated, the desires to achieve our goal are very great and we remain focused on our work to achieve it. We work together to create new ideas and be able to implement them in the future for this great game.

Remembering:

After the last presentation of our game, where we had advanced a large base of the project, we had combined a part of the song and the game of the ship, where when hitting the musical notes, the ship shot and could kill the enemies, who for now survive two bullets.

The new:

Therefore, regarding this, for this new advance we decided to focus on improving our design of certain objects, such as enemies or animations, in order to make it look much more set with the theme of the game, which is space and ships.

For this we wanted to change the section where the musical notes appear to add certain things necessary for the game to be understood, for example:

   ———->   

As seen in the image, you can clearly see the change since the previous devlog, and now we have two circles above the musical notes. The one on the left represents the multiplier that the person will have when correctly hitting the musical notes. On the other hand, the circle on the right represents whether the player is doing well or badly in the game and will change depending on what happens.

This means that if, for example, the player hits a note, successfully shoots a bullet at an enemy, or both, the fuel bar will grow. However, if the player makes a mistake in a note, misses a bullet, they shoot him or all, the fuel bar will decrease, and the closer it gets to 0, the player will be at risk of losing because when he reaches the end it will mean that he lost the level.

Also, we have a section where numbers appear, these will represent the score that the player will have in the game, changing if he hits the notes and the bullets, therefore the objective is to have the highest score in addition to passing the level.

Finally, we created two movement patterns for the enemies, so the don't stay still during the game. The first pattern is a circular path, that can follow an elliptical trajectory (or circular if the height and width are the same). The second pattern is a wave motion path, where the enemies create a wave going left to right.

 

Files

graBEATy-FirstDemo.exe 81 MB
77 days ago

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