Jump to content
  • Advertisement
  • entries
    12
  • comments
    6
  • views
    1413

TERRORhythm TRRT - music powered beat 'em up

EvilCG

776 views

Hi everybody!

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.

ss_acb3dc6ce25cd4dcffa57fe4bb4e99f9629b8 

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.

ss_83f216ec067ba27352cf7faed17547ff1d1fb

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.

 

Best regards,

EvilCoGames

evilcogames@gmail.com

http://www.facebook.com/EvilCoGames/

http://twitter.com/EvilCoGames

http://steamcommunity.com/groups/EvilCoGames



0 Comments


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
  • Advertisement
  • Blog Entries

  • Similar Content

    • By Nick Griffith
      I'm making a 2d platformer game as a learning experience, and I need a character and some backgrounds.
      This game will make minimal revenue, because it'll be a free mobile game.
      I'll give you more details if you respond.
      Thanks.
    • By Defend
      Obligatory disclaimer - Yes this is for academic purposes, not for making actual games.
      I've been employed as a Software Engineer for 2 years but still feel like a beginner when it comes to writing a game engine (and much of coding in general). What little experience I have with writing 3D software from scratch is from super rough university projects (which we called "engine" but that's definitely debatable). Meanwhile, my current job doesn't really take me down this line of learning.
       
      This thread is to ask for advice; mainly pointers to good guides, or comments on what structural approaches are considered to be good ones. I'm looking for something that teaches me about how to structure a game engine so that:
      it's good for learning about writing an engine it's not completely devoid of modern techniques it will be usable for later feature learning; networking, AI, unit testing, etc. (I imagine this criterion is typically a given anyway.)  
      Some things I'm aware of so far (you may want to comment on any of these):
      https://www.gamasutra.com/blogs/MichaelKissner/20151027/257369/Writing_a_Game_Engine_from_Scratch__Part_1_Messaging.php I also have the book Kissner recommends: Game Engine Architecture by Jason Gregory. From what little I've read of it, it appears more advice than structural guide. ECS was a buzzword back when I was at uni, but the more I google it the more it appears to have become a dirty word. Unreal Engine's source  
      Regarding ECS: For all the flak it appears to generate nowadays, it is at least a structure. If ECS isn't recommended I'm interested in what other general structural approaches there are.
      Regarding Unreal: I'd love to jump in and learn how Unreal Engine's structure works, but it might be biting off more than I can chew. 
      Language of choice is C++.
       
      Thanks
       
    • By Ikkon
      Hi guy , i wanna really quickly introduce myself , So i'm a 18 year old Highschool student that have been for a while really pationate about video game (i have been doing Esport , Streaming all that really fun stuff) but lately i had to made a choice about what i wanna do in life and i'm pretty sure its going to be in the video game industry. Last year i started learning to use UE4 , pretty much only for fun trying to recreate cool stuff i was seing in the game i was playing at that time. But now , i wanted to trie creating something of my own so i wanna show you what a got in the head. Also , I'm french so sorry if my spelling is quite right.. 
       
      So in Short , i was playing lately alot of FPS (Quake champion , Law Breaker and bunch of other cool game). I was talkinh with my friend and its pretty much their that a got the global idea of what this game is going to be. I wanted to take little simple game mecanics from every game and put them i one unique game. For exemple , Player could Strafe Jump like in quake , while other Start randomly Wall running like in Titanfall 2. After i came up with what would be the game objective , because player won't start playing a game for no reason . I didn't played CTF game for a long time so , i decided why not make this a CTF game , But ctf is kinda mainstream and really linear in term of game play, 
      This is when my friend had this idea of <<Why not let the player decide if the want to play it ''Run it down to the flag'' or ''let's just #*@! the other team'' (sorry for the bad words) >>. at this time i had a clear idea of what would exactly be the Core ''gameplay'' (if we can call this gameplay).  To win you have two option :
      1- Capture the flag and bring it back to your's. If you managed to do so , the game instantly stop and you win. 
      2- Kill all the enemy team.
      Now you most be thinking , <<Well how? they will just respawn right?>> well no , because i came up with the idea of limiting the number of time player can respawn using some kind of respawn point system. 
       
      i'll came up with more details later (i have to go to my next class) , but let me know what you think about my idea? what should i add or ajust? 
    • By GameDev.net
      Search GameDev.net directly from the Unity Editor with the GameDev.net Search plugin!
      Customize your search for all content on GameDev.net, only the latest, or the most relevant. Or, narrow your search to specific GameDev.net content:
      Blogs Articles Forums News Contractors Projects and more!
    • By EnderStaffExe
      Hello! I'm new to the scene of video game developing and was wondering if anyone here has any experience developing 2D fighters and are up for making a little test demo to see if the idea would catch on to the public? I have no way of paying but I want to put the demo onto Kickstarter and I will pay a good amount if I get a good amount. Please, if you want to contact me for more info, add me on my Discord or Twitter. Thank you, and see you later!
      (Twitter: @enderstaffexe
      Discord: EnderStaffExe#3193)
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!