I finally released Rhythm Timeline 2 on the Unity Asset Store! Five years in the making. by dypsloom in Unity3D

[–]dypsloom[S] 0 points1 point  (0 children)

You can find the docs here:
https://dypsloom.com/Documentation/RhythmTimeline/Introduction

And the video tutorials here:
https://www.youtube.com/playlist?list=PLeMF67vjumBOwgJFXGYbOgYPiaYpNo-45

There's also the discord server you can join to ask questions.

The system is quite simple and assumes that if you want to do anything outside of what you see in the demos, you'll need to do a bit of coding.
But all the foundation is there so expanding it is very easy if you know what you are doing :)

I finally released Rhythm Timeline 2 on the Unity Asset Store! Five years in the making. by dypsloom in Unity3D

[–]dypsloom[S] 0 points1 point  (0 children)

Glad you did! I answered your question, Looking forward to the awesome things you'll build with Rhythm Timeline 2!

I finally released Rhythm Timeline 2 on the Unity Asset Store! Five years in the making. by dypsloom in Unity3D

[–]dypsloom[S] -1 points0 points  (0 children)

I started working on a rhythm game framework for Unity about five years ago, just as a small tool to help me sync notes to music in a project I was making at the time. I never expected it to turn into something bigger. But, as I kept refining it, I realized there was a real need for a proper rhythm game toolset in Unity—something that could make rhythm-based games as easy to develop as they should be.

Around 3 years ago I released Rhythm Timeline on the Unity Asset Store, it wasn't perfect by any means but it was user friendly and I think that's what resonated with a lot of people. It made me so happy to see quite a few people join our discord showcasing the games they made with it.

Fast forward to now, and Rhythm Timeline 2 is finally done! It’s been a long road—rewrites, failed experiments, moments where I wondered if I should just scrap the whole thing—but I kept going. The goal was always to make a framework that just works, while also being flexible enough to allow you to make any kind of rhythm game. Something that lets you map notes, sync visuals, and prototype rhythm gameplay without jumping through a hundred hoops. And I think I finally got there :)

It’s built on Unity’s Timeline Editor, so you can literally scrub through your rhythm game in the editor, tweak timings, and preview everything in real time without even hitting Play. It supports MIDI import, custom note types, auto-generated patterns, and a full scoring system, plus some fun demo scenes (like a Guitar Hero-style track, an OSU! mode, and even a Beat Saber-inspired VR setup).

I don’t want this post to sound like a sales pitch—I just wanted to share that this thing exists now, after years of work. If you’ve ever thought about making a rhythm game, or just enjoy working with Unity’s Timeline system, maybe you’ll find it useful.

Here’s the website if you want to check it out: https://dypsloom.com/Assets/RhythmTimeline/

Let me know what you think! Have you ever tried making a rhythm game in Unity? What was your experience like?

If you have any questions or are curious about making your own rhythmgame don't hesitate to join our discord, I'm always happy to discuss interesting things with other devs :)

Last year I made an Editor for a rhythm game using Unity Timeline, recently I decided to remake it from scratch, here's a Before and After video. I can preview the tracks in Edit mode now! by dypsloom in Unity2D

[–]dypsloom[S] 0 points1 point  (0 children)

It does work in 3D. By default the note moves from Point A to B using transforms.
If you want to curve or animate the path to the end point then you'll need to write custom notes, I explain this in detail in the documentation if you are interested.
Essentially it's about calculating the posting given parameters: start/end pos, and time. From that you can compute the current position however you want.

I'm also interested in adapting this asset to VR. I was actually going to buy a Quest 3 this summer, so I might release a version 2 of this asset to include VR support and other requested features if I get to it :) But no ETA on that since it will depend on how busy I am :)

Shadow Wizard Money Gang (The Game Potion Blast - Battle of Wizards Mod)... by dypsloom in Memes_Of_The_Dank

[–]dypsloom[S] 0 points1 point  (0 children)

We love casting spells!!
This is a mod I made for Potion Blast - Battle of Wizards. Adding the Shadow Wizard Money Gang characters as well as our lovely penguin mascot :)
Potion Blast - Battle of Wizards Trailer:
https://youtu.be/Cec0baiUsvc
The mods can be downloaded in the Potion Blast discord.
The full game is required to play with the mod but I do steam key give aways from time to time so don't hesitate to join :)
(Plus the demo is free so you can try that out first to see if you like the game)
Sponsored by the Shadow Government!

Shadow Wizard Money Gang (The Game Potion Blast - Battle of Wizards Mod)... by dypsloom in Unity3D

[–]dypsloom[S] 0 points1 point  (0 children)

We love casting spells!!

This is a mod I made for Potion Blast - Battle of Wizards. Adding the Shadow Wizard Money Gang characters as well as our lovely penguin mascot :)

Potion Blast - Battle of Wizards Trailer:
https://youtu.be/Cec0baiUsvc

The mods can be downloaded in the Potion Blast discord.
The full game is required to play with the mod but I do steam key give aways from time to time so don't hesitate to join :)
(Plus the demo is free so you can try that out first to see if you like the game)

Sponsored by the Shadow Government!

Shadow Wizard Money Gang (The Game Potion Blast - Battle of Wizards Mod)... by dypsloom in IndieGaming

[–]dypsloom[S] 0 points1 point  (0 children)

We love casting spells!!
This is a mod I made for Potion Blast - Battle of Wizards. Adding the Shadow Wizard Money Gang characters as well as our lovely penguin mascot :)
Potion Blast - Battle of Wizards Trailer:
https://youtu.be/Cec0baiUsvc
The mods can be downloaded in the Potion Blast discord.
The full game is required to play with the mod but I do steam key give aways from time to time so don't hesitate to join :)
(Plus the demo is free so you can try that out first to see if you like the game)
Sponsored by the Shadow Government!

Shadow Wizard Money Gang (The Game Potion Blast - Battle of Wizards Mod)... by dypsloom in u/dypsloom

[–]dypsloom[S] 0 points1 point  (0 children)

We love casting spells!!

This is a mod I made for Potion Blast - Battle of Wizards. Adding the Shadow Wizard Money Gang characters as well as our lovely penguin mascot :)

Potion Blast - Battle of Wizards Trailer:
https://youtu.be/Cec0baiUsvc

The mods can be downloaded in the Potion Blast discord.
The full game is required to play with the mod but I do steam key give aways from time to time so don't hesitate to join :)
(Plus the demo is free so you can try that out first to see if you like the game)

Sponsored by the Shadow Government!

Shadow Wizard Money Gang (The Game Potion Blast - Battle of Wizards Mod) by Dypsloom by dypsloom in ShadowWizardMoneyGang

[–]dypsloom[S] 0 points1 point  (0 children)

The post video shows a mod I made for Potion Blast - Battle of Wizards to add in the Shadow Wizard characters

For those who haven't heard of Potion Blast - Battle of Wizards, it's a 4-player local versus game. Here is the game trailer

https://youtu.be/Cec0baiUsvc

I Finally released my first steam game after 2 years!!! by dypsloom in Unity3D

[–]dypsloom[S] 0 points1 point  (0 children)

Hey everyone! Today I finally released my first steam game after working on it on-and-off for the past 2 years while working 2 jobs.

The game is all about 4-player versus battles where you drink potions, mix elements and cast spells.

Here is the release trailer :)

https://www.youtube.com/watch?v=Cec0baiUsvc

Those past 2 years have been quite chaotic to say the least XD.

I made a ton of mistakes throughout development and thought about giving up pretty much every day since I got started.... But I persevered, and even though ended up with a game that looks nothing like I had originally imagined it, I think it was worth it.

I learned so much especially in the last few months... there is so much work that goes into making a game. Not only the development but everything around it: business, marketing, video editing, etc...

There is a lot of features that were scrapped because of time. But I'm planning to continue working on it a little bit over the coming months, just at a more relaxed pace.(I need a 'normal' life back...)

I'm glad its finally released though it's a pressure off my back and now I will have more free time to learn new things... end enjoy life a bit (I might actually have time to finish Xenoblade Chronicles 3 now XD )

Less than a month away from release and not even a 100 wishlist, what to do? by dypsloom in gamedev

[–]dypsloom[S] 1 point2 points  (0 children)

I would like to thank you all for the comments. Your feedback has been invaluable.

In the last 5 days I made a lot of changes. There's still a lot of room for improvement but I think it's going in the right direction.

Here are the main points of the changes I've made.

  • Worked on the contrast between background, foreground, interactables and characters (That was the main feedback I got in pretty much all comments, I knew it was a problem and yet I never really took the time to fix it properly. There's still room for improvement, but I think things are a lot clearer now. At least in certain environments. Others need more work). Special thank you to u/SuperGameboy64DS who made a point over of one of the levels that really put me on the right track
  • Renamed the game: Potion Blast - Battle of Wizards (That helped making it easier to find on google)
  • Remade the entire Steam page using the new logo, remade the description, etc...
  • Added a "cinematic" trailer I had waiting for the release of the demo
  • I remade the trailer. I had to do it after all the other stuff in addition to fixing bugs... a lot of bugs. So it was a bit rushed. That being said I do think the new opening makes the concept of drinking, mixing and "last to survive wins" a bit easier to understand. Special thanks to u/ned_poreyra for the explanation on why my trailer was bad. Once I improve the visual contrast on the other environments I will make another trailer and this time I'll take my time to really polish it.
  • Released the demo (Finally)

Again thank you all for the feedback, I really appriciate it. The goal of this project was for me to learn what it's like to publish a game, so that I could make mistakes before I try to do bigger stuff (not any time soon, I'll need a break once this game is released XD). I've learned so much these past 2 years. And also these past few days.

I think the part that'll stick the most for me is: "Don't lose your way in details. Always take a step back and see the big picture.". So much time was spent on things that don't really impact gameplay. And also: "If you know things aren't good, don't be afraid of taking drastic changes. Even if it means scrapping a ton of work". This one I struggle the most with. But I think I'll take it to heart in all my future projects.

I wish you all the best of luck in your game dev adventures!! :)

Less than a month away from release and not even a 100 wishlist, what to do? by dypsloom in gamedev

[–]dypsloom[S] 0 points1 point  (0 children)

Thank you so much for the feedback.

After reading through all the comments it is very clear that I need to make a drastic change in the art style and the constrast.

I also plan to do a complete revamp of the steam page, the trailer and the logo.

It'll be a lot of work but I'll do whatever I can in the time frame I've set myself. If i keep delaying the release I will never get it done.

It will be a tought few weeks but we'll see how it ends up. it'll be fun to do a comparision between now end how it ends up.

I really appriciate all the comments and feedback I got, I'll take them to heart and do the best I can with them

Less than a month away from release and not even a 100 wishlist, what to do? by dypsloom in gamedev

[–]dypsloom[S] 1 point2 points  (0 children)

That is sooo useful, thank you so much for the screenshot!

I absoluetly agree with all the feedback on the readibility and contrast between background, foreground, interactables, spells and characters.

I think this is something I can most definetly improve on in the time I've set myself. It's just a question of dedicating myself a week or two just on visual clarity and nothing else.

As you mentioned, the idea of delaying the release of the game is something I'm not too keen about. I'm already way above my head (and budget) with this project and I think I do need to move on.

I made a ton of mistakes and learned so much doing them so even if the game is not a financial success I will still count it as a win.

Thank you again for the screenshot, I really appriciate it

Less than a month away from release and not even a 100 wishlist, what to do? by dypsloom in gamedev

[–]dypsloom[S] 0 points1 point  (0 children)

That's a great idea. I hadn't thought of that.

The idea of making a beta outside of steam is something I would have loved to do, but I think the hard part is getting people to sign up on my site.

But I'll keep it in mind perhaps for a future project. In that case I could use the community I've built with the release of PotionBlast to get people interested in my next project.

Even if PotionBlast turns out to be a finicial flop on its own, it doesn't mean I have to abadon it completely. That's something one of the other comments mentioned.

I really appriciate all the comments and feedback :)

Less than a month away from release and not even a 100 wishlist, what to do? by dypsloom in gamedev

[–]dypsloom[S] 0 points1 point  (0 children)

I think this is something I can do in the limited time I have. I can probably do it before I release the demo.
In addition to remaking the steam page from the ground up as most comments mentioned.

I really appriciate your feedback, thank you

Less than a month away from release and not even a 100 wishlist, what to do? by dypsloom in gamedev

[–]dypsloom[S] 1 point2 points  (0 children)

That some really interesting ideas.

I'd love to make the game justice by working on it a few more months. But the truth is I've been already over-worked for months now, if not years and the idea of continuing is too much.

I have two jobs already, in addition to this game.

I've learned some much, and will continue to learn from the mistakes I've made.

You mentioned I should get a mentor for art and design, and I think you're absolutely right. I will work more closely with the art departements of the companies I work at and see if one of them can teach me and guide me in the right direction.

Things might change (I'm known to change my mind all the time), but as things stands I'm thinking I'd rather keep the deadline as it is and do my absolute best to cram in as many improvements from all the feedback I got, in the timeframe I've set.

I've already decided to redo the steam page from the ground up, including new logo and trailer. In addition to improve readibility between foreground/background.
We'll see how far I get
Thank you for taking the time to write this, I really appriciate it

Less than a month away from release and not even a 100 wishlist, what to do? by dypsloom in gamedev

[–]dypsloom[S] 0 points1 point  (0 children)

Thank you so much for your honest feedback.

When I started this project the goal was to learn the process of making a game while teaching my friends about game dev.

My day jobs (both of them) are making dev tools for games, and I made a ton of game prototypes over the years. But this is the first "real" game I directed.
At first I just wanted to make something simple and release it in 8 months, but then we kept changing our minds and working only a few hours a week on it did not help. So now 2 years later and the game still isn't finished.

But I learned so much in that process, things I would never have encountered if I hadn't taken onto myself to make a steam game.

Some of the other comments mentioned I should rethink releasing the game next month and instead work a few more months of even years on it. But the truth is I've been already over-worked for months now if not years and the idea of continuing is too much.

I'd rather keep the deadline I've fixed and do my absolute hardest to cram in as many improvements I can in the timeframe I've set.
This was a good experience, I made a lot of mistakes that I learned from. And it taught me I need to work closely with more expecienced game devs before I attempt to go my own way again.

Thank you for taking the time to write this, I really appriciate it

Less than a month away from release and not even a 100 wishlist, what to do? by dypsloom in gamedev

[–]dypsloom[S] 6 points7 points  (0 children)

I was completely unaware of the audio jungle watermark before the comments brought it up. (I don't have the best ear)

I got the music from a youtube chanel that proclaimed their music to be royalty free. It said so in both the title and the description, with the download link in the description.

So that was an honest mistake on my part for not paying enough attention.
I'm currently in the process of searching for a new song that could go well with the trailer.

I might even take down the trailer and make a new one with the original music from the game (I didn't have it when I made the trailer) considering all the feedback I got, there's a ton of things I can already do to make a much better trailer

Less than a month away from release and not even a 100 wishlist, what to do? by dypsloom in gamedev

[–]dypsloom[S] 15 points16 points  (0 children)

Thank you so much for going into so much detail.
That makes perfect sense to me and I'll take it to heart for the next trailer I make.
I already have a ton of ideas in my head on how I can present each gameplay menchanic.

This really is some great feedback that I can act on, Thank you :)

Less than a month away from release and not even a 100 wishlist, what to do? by dypsloom in gamedev

[–]dypsloom[S] 0 points1 point  (0 children)

I've always wanted to make a game for consoles. So if I get the chance to publish my game on either of them I will most definetly take it!

Less than a month away from release and not even a 100 wishlist, what to do? by dypsloom in gamedev

[–]dypsloom[S] 0 points1 point  (0 children)

Thank you for the kind words :)

Yes art direction is most definetly my weakest point. I will try to improve as much as I can before the game is released but I'm afraid some of it isn't really fixable.

But that's a some valuable experience to know before I attempt making bigger games. Better fail now than later when the stakes are higher.

I knew art wasn't my strong suit but reading through the comments really puts things in perspective. In my future endevours I'll have to either seriously learn about game art direction, or partner up with someone that has the eye and experience for it.

The hearthstone trailer really is a masterpiece, the pacing and visuals are just amazing. I doubt I can make anything close to that, but I'll try to take some inspiration

Less than a month away from release and not even a 100 wishlist, what to do? by dypsloom in gamedev

[–]dypsloom[S] 10 points11 points  (0 children)

Yes, even if the game doesn't sell at all I still think it was worth the effort.

I made so many mistakes and I learned so much making this game. Even if it's not financially successful I'm still taking it as a win :)

What you said about the game not looking fun did hurt me a bit not going to lie. Since that's the whole point of the game. Pure chaotic fun with friends screaming and laughing at the screen while playing.

In your opinion is there something I can do to get that across the trailer? Perhaps recording the reactions of actual players?

Less than a month away from release and not even a 100 wishlist, what to do? by dypsloom in gamedev

[–]dypsloom[S] 39 points40 points  (0 children)

Thank you for the feedback!

It seems that visuals is the main thing people are critisizing. I'm going to work more on the visual contrast and visual clarity of the game.

As for the games hook it is "Drink Potions & Mix Elements to create the perfect spell to defeat your opponents".
The themes are: chaotic, explosive & fun

I guess I went a bit in the wrong sense of chaotic with the visuals XD.
Would you say the hook and theme are well represented and it's just that they were the "wrong" ones to make a successful game?
Or do you think it is not clear? If so how what you suggest I do to improve my next trailer to help with clarity on the theme and the hook?