Milestone 1: Game Idea Pitch

Report:

Presentation:

Game Pitch Presentation.mp4

Milestone 2: Interim Demo

Report:

Presentation:

Interim Demo Video.mp4

Milestone 3: Alpha Release 

Report:

Presentation:

Alpha Release Presentation.mp4

Milestone 4: Playtesting

Report:

Presentation:

Playtesting Presentation.mp4

Milestone 5: Final Release

Report:

Poster:

Trippy Beats Poster A0.pdf

Trailer:

Trippy Beats Trailer.mp4

Downloads:

TrippyBeats-Win-x86.zipTrippyBeats-Android.apkTrippyBeats-Win-ARM64.zipTrippyBeats-src.zip



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17 Kommentare

  1. Miguel Trasobares Baselga sagt:

    Your presentation was quite unique! I am not that familiar with music games and making it an smooth player experience sounds challenging. I am not sure how you plan to do controls, what I understood is that you play with hands somehow. Because you want to do your own game engine, I am not sure how you want to include the controls, one easy option I can imagine is to use a couple of ping pong paddles with some colored paper on each side to that they are easy to identify by the camera, is the RGB gesture control via a camera? I think that using your hands and make funny finger shapes while moving could be cool but way harder. Maybe the player could tap in the air in front of the sensor and just do some beating using the hands. We need more details about how much the player is supposed to move and if it is gonna be more a trippy-chil game or a go with the beat game. Graphics looks good and playing with the lights can give an epileptic effect (warn of this before playing). Keep beating!

  2. Ignacio Pizarro Garcia sagt:

    I love this game already! Looking forward to see what you come up with. I already can see that the person playing it will be too focused on the notes and people around them will be mesmerized by the visuals on Demo Day! Good Luck with this one, looks like a lot of fine tuning! grinning face with smiling eyes 

  3. Giorgi Tsartsidze sagt:

    Very unique and fun guys! Well done!


    What I really liked:

    • The idea is not only smart but also very unique. Technical innovation is very clear. My imagination would never let me think of stuff like this grinning face with smiling eyes 
    • I see this as an advertisement for future works, when it comes to how sound systems should interact with the games and overall media. This could be put to use as a strong project to make a custom audio/game engine.
    • The Layering system for the music is the absolutely correct way to approach this. Love it. You need some more engagement when it comes to looped music and if you develop it in-house + use layering it will sound pretty fire.


    What I can suggest:

    • Motion Controls? That is a little too much in my opinion, I can see that you want to go into more movement/engaging gameplay, but you can make as sick of a rhythm game without it, and it will not take you your valuable time from you. (You probably did all the research on this. However, you can look into: osu, Geometry Dash, instead of having Beat Saber as a reference.)
    • Sound matching and correct placement/trigger of objects with respect to music/beats is quite a hard process, especially if you are writing your own engine as well. The ones that I worked on required precise timings and correct matching and needed to be dynamic, which turns out to be the main issue. So my suggestion, if there is a shortcut to be taken, take it.
    • Don't go too far with Visualization. I know it will look 10 times more cool and awesome, however as I understood your main technical advantage and your main focus is the engine with sound matching, so focus all your energy there instead of trying to split yourselves into doing everything all at once.

    Conclusion:

    Really looking forward to what comes of this, as this is very much unique, I loved the music during the presentation and I want to vibe with music within the game grinning face with smiling eyes 

  4. Baran Gürsoy sagt:

    I think this is a really cool and original take on a rhythm game. The idea of layering music and visuals based on player performance sounds super satisfying if done right. I also really liked how the tunnel shaders connected to the “Road to Nowhere” theme. It’s a smart and creative choice.

    The pose tracking idea is ambitious and could be awesome, but I'd definitely keep a backup control option in case there's not enough time to make something reliable or accurate. Also, building everything without a game engine sounds intense for the timeline. So I'd focus on nailing the core gameplay first and do the all sounding really cool ideas later. You'll have an intense load of work for doing everything from scratch and even creating the musics, so good luck and I believe in you guys!!!

    Overall, great concept, loved the creative presentation, and I’m curious to see how far you can push it.

  5. Yifei Liu sagt:

    I really like the visual effects of the presentation — together with the music, it should create a very immersive experience. I'm really looking forward to it in next milestone.

  6. Alexandra Colf sagt:

    I really enjoy playing rhythm games like Beat Saber, so I instantly liked your idea. I think it's innovative and has great potential to turn into a really good game. I also admire your decision to build it from scratch and not use a game engine for it.

    However, in a rhythm game like this it is crucial that the music is really good and perfectly synchronized with the gameplay patterns. Because of this, I am not sure how well dynamically generated musical patterns are going to work in practice. I would recommend focusing on refining this aspect, ensuring the visuals and audio are engaging to the user. If you still have time at the end of this, you could then try adding the motion sensor mechanics (although I think the idea would fit the game really well).

  7. Davide Mongera sagt:

    I don't play rythm games a lot, but I have dabbled in them. From your document I couldn't really understand what the controls of the game are. You mentrion what are essentially motion controls trough a simil kinekt, but you put this just as an extra and then in the inspiration there are only more "traditional" rythm games. If you can't implement the pose tracking, how does the game control? from your drawing it seems to control like fruit ninja where you slice elements, so it's more similar to OSU than anything, but talking about tunnels and the whole game being on rails that you progress makes it look more like guitar here where instead of the notes coming to you, you go to the notes. Could you clarify?

  8. Jasmina Vulović sagt:

    Loved the presentation! grinning face with smiling eyes 
    Dynamic Audio-Visual Synergy:

    Your layered music system (where combos unlock new instrument layers and visual effects) sounds incredibly immersive! How do you ensure the transitions between layers feel seamless, both sonically and visually? For example, if a player suddenly drops their combo, will there be a graceful "fade-out" of layers to avoid jarring shifts?

    Motion Control Integration:
    The RGB camera pose-tracking idea is ambitious and fresh for a rhythm game! Since latency is critical for rhythm gameplay, how are you planning to balance gesture complexity (like slicing motions) with responsiveness? Will there be fallback input methods (e.g., keyboard/mouse) for players without cameras?

  9. Nils Hothum sagt:

    The presentation was great! I especially like that you're combining the game with your passion for music and plan to create the soundtrack yourself. The layered structure sounds very promising, and I’m really looking forward to hearing the tracks and playing the game with them.

    That said, I also got the impression that some of the technical goals, especiallywith  sound mapping (which can be quite tricky), custom shaders, and motion tracking in your own engine, are very ambitious. It feels like the rhythmic gameplay combined with the DIY music and shader approach already offers more than enough to fpcus on for a strong, immersive experience and would still hit your bullseye goals.

    While the motion tracking aspect sounds really cool and I’d love to try it, maybe it’s something that could be saved for the extra layer

  10. Jonas Hack sagt:

    Feedback Pitch:

    - Technical challenge is very interesting

        -> actually doable, if you have restraint

        -> maybe focus on music visualization first, then branch out to interactivity

        -> be careful not to overdo it. A game engine is a mountain of work

    - Love the SDFs

    - Also awesome presentation

  11. Reynard Jahja Saputra sagt:

    I loved the presentation that you gave during our milestone meeting. It was definitely a unique one and I enjoyed listening to it. The game idea is also great and one of the things I look forward to is the fact that combos will be upgrading the music and visuals, which I think will hook the player into playing it more. The whole concept is overall great and I really can't wait to see the game in action in the coming months.

    The technical achievements sound really awesome, especially building the game from scratch without an existing game engine to create it on. I can't say whether it's ambitious or not, because personally I don't have much experience on that area, but I hope that you make sure that the timing fits correctly with the deadlines. I would also advise to really make sure that the game mechanics with the combos and the music upgrades/downgrades are tested well, because I, as a player, will be looking forward to how fun that would be to play.  

  12. Katharina Benke sagt:

    The game idea sounds very fun and very interesting, I like the visuals matching the audio! However, making the whole game from scratch without using an existing game engine sounds very complex and might be too much for one semester. I think you should consider using some existing game engine as a backup possibility at least, or implementing your game so you can easily reuse scripts across environments so you can switch between existing engine and from-scratch if necessary.

  13. Nicolas Ulrich sagt:

    First of all, I really like that you're planning to make a custom engine. I think that's very cool. The game idea itself looks promising as well. I like the emphasis on combining audio and visuals.

    That being said, the workload seems massive (maybe you will be able to reuse some code from other rendering projects ?). I hope it works out for you !

  14. Maximilian Pfaff sagt:

    - Really loved the presentation, got me hooked and was pleasing to watch. Also liked the music part.
    - Liked the aesthetics shown in the presentation and I am looking forward to seeing them in the game.
    - Additionally the approach of not using a game engine is quite impressive with what you have planned and the limited time for it.
    - Motion control integration, in my opinion, might be a bit overkill though together with all the other features.

  15. Kristin Fratzke sagt:

    I really like rythm based games, osu! and crypt of the necrodancer were my favorites back then. Your idea has really high potential and i am looking forward to playtest it 

  16. Sina Bolouki sagt:

    I really like the rhythm based idea of your game. Not using a game engine might be a hard challenge with the limited development time. Since you did not mention it as your inspirations, you may want to take a look at Thumper as a reference. (Just as an example, they created the engine themselves and took them 6 years to finish the game:)) ) 


    I will probably spend a lot of time at your booth in your demo day!

  17. Bjorn Kühne sagt:

    Very cool presentation! — if it's any indication of the game's overall quality, this could turn out to be a really solid project.

    I enjoy rhythm games, although was never the best at them. Do you have any different difficulty levels planned?

    Also you mentioned during your presentation that it would be looping music, which makes sense, given the "road to nowhere" theme. However, I could see this getting repetitive/annoying after a while, what is your plan to circumvent this?