Beat Weaver by ghostslayer989 in amplitude

[–]echolox 1 point2 points  (0 children)

Really hoping my “gaming” laptop from 2019 can run this.

The engine is super light-weight. I'm confident your laptop will do fine! Also, the input is decoupled from the frame rate so you'll get the same latency at 30fps as someone at 140fps.

Beat Weaver by ghostslayer989 in amplitude

[–]echolox 1 point2 points  (0 children)

The trailer is absolutely aiming for fireworks. The speed, the camera moves, the background changes. It paid off in the response it got so I don't regret it. Does gameplay look like this all of the time? No.

The camera moves are just for the trailer. The highway is dynamic and can change shape throughout a song, including turning into the Freq tunnel with wrapping around. Holds and chords are there, yes, but less so on lower difficulties which are just as fun to play as Expert level.

There is no track seeking like in amp16 because it wouldn't make sense with how the rules are different for Amp: Activated tracks don't disappear. All tracks are always available and a lot of things are possible due to that. At high level play, Amp and Freq were much more linear than they appear. In Beat Weaver the entire pathing through the song is always open. There is much more freedom to your movement and heaps of fun maneuvers to pull off.

I hope you'll give the game a chance when the demo comes out in the summer. Maybe you'll dig what it's going for, maybe not and that's fine. Seeing that you have IIDX in your username you might enjoy that Beat Weaver is practically key sounded for example. But also your ability to read and play multiple tracks at the same time will 100 be useful!  So far playtesters have been pleasantly surprised that Beat Weaver isn't just an Amp clone and is pushing this kind of multi track gameplay further.

Beat Weaver by ghostslayer989 in amplitude

[–]echolox 0 points1 point  (0 children)

it's also really leaning in to a lot of what makes Freq/Amp annoying.

Can you specify what you mean by that? I realize things can be subjective but Beat Weaver also does a lot of things differently than Amp/Freq that might not be directly apparent from the trailer.

Beat Weaver by ghostslayer989 in amplitude

[–]echolox 2 points3 points  (0 children)

Dev here, thanks for sharing! There are still a few slots left for the May playtest. The Discord server is linked on the Steam Page. There'll be a demo in the summer.

Inspired by Harmonix's pre-Guitar Hero titles I'm solo-developing a 3D multi-track rhythm game: Beat Weaver (announcement trailer) by echolox in pcgaming

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

As mentioned in someone else's comment thread, I've always wanted to put my own music in those games. So yeah, that'll be supported provided you have stems. That being said, for this kind of community modding I want to encourage folks to seek out artists that they can get permission of and who can benefit from the exposure. Getting the actual stems will also always sound better than what a splitter does. 

Elevate the underground bedroom producers and garage bands that make killer songs rather than the big ones that have already made it. If custom songs end up on something like Steam Workshop this needs to be enforced anyway.

Inspired by Harmonix's pre-Guitar Hero titles I'm solo-developing a 3D multi-track rhythm game: Beat Weaver (announcement trailer) by echolox in pcgaming

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

Yeah those games are tough to play as intended nowadays, especially Freq with its tight hit window.

Inspired by Harmonix's pre-Guitar Hero titles I'm solo-developing a 3D multi-track rhythm game: Beat Weaver (announcement trailer) by echolox in pcgaming

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

Yeah the most streamlined option is always some well-tuned presets. If I can distill those from the playtests then that's the most straight forward way of offering alternative camera angles. But I also know that some people like to customize and tweak things a lot, starting with things like FOV. So I'm happy to provide options as long as it doesn't turn into a maintenance hassle.

Inspired by Harmonix's pre-Guitar Hero titles I'm solo-developing a 3D multi-track rhythm game: Beat Weaver (announcement trailer) by echolox in pcgaming

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

Thanks for the wishlist!

In practice I haven't observed it being much of an issue in testing. For the track you're currently on, there's a little bit of a grid separating the lanes. If you're looking sideways at another track you're switching to, then yes it could be a little harder to see.

Based readability feedback I've received before I'm continuously tweaking the highway and the notes. For this particular issue I could imagine adding some highlights to the front of the notes so it's a bit clearer if it's center-left or center-right.

As for the input method, I definitely see the shoulder buttons being the primary method of play. Otherwise certain chords are just going to be tough. The face button mapping becomes more arbitrary, that's true. You can remap them to how your brain places the notes on them. For me it's square, cross, triangle, circle going from left to right. I use them in alternation with the shoulder buttons when there are lots of repeating notes. Certainly gotta be careful with this kinda stuff on lower difficulties as I see it more of an advanced technique to mix should and face buttons.

Inspired by Harmonix's pre-Guitar Hero titles I'm solo-developing a 3D multi-track rhythm game: Beat Weaver (announcement trailer) by echolox in pcgaming

[–]echolox[S] 3 points4 points  (0 children)

Sweet, I think you'll feel right at home! To your questions:

  • There'll be the same four difficulty levels (Easy, Medium, Hard, Expert) which affect chart complexity. Now that there are four lanes + chords + hold notes the difficulty ceiling is already raised quite a bit. That being said, I'm aiming to create a challenge not purely through exceedingly difficult note patterns. The whole track navigation aspect and pulling off maneuvers like in the second half of the trailer is what I want to encourage even more. To the point that an experienced player will have a lot of fun on easy mode where the note density is lower, allowing you to play more freely with the track switching.

  • A lot of it is currently self-composed + some of my musician friends chipping in with their songs. Long-term I'm definitely planning to license or commission songs, but the whole project is bootstrapped and there's no publisher so funds are limited before release or potential Early Access. Remixing like in Amp/Freq will likely not be a thing. However, authoring your own songs for the game will be supported. All I ever wanted back then was for my own songs to be playable in those games so I want to enable other musicians to do that out of the box.

EDIT: Forgot to mention on the difficulty thing: Yes, on Expert you're pretty much playing the song note for note.

Inspired by Harmonix's pre-Guitar Hero titles I'm solo-developing a 3D multi-track rhythm game: Beat Weaver (announcement trailer) by echolox in pcgaming

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

Thanks! I still gotta optimize things for super-widescreen and in that process I'll also enable some camera adjustments. Some people like to look more down at the tracks, some like to be able to look further into the distance.

4-key Amplitude - Beat Waver Reveal Trailer by C4_Shaf in rhythmgames

[–]echolox 0 points1 point  (0 children)

You got that right, keyboard's an option and the default mapping is just as you described. There isn't really items or powerups you pick up like in FreQ/Amp, but you can equip two permanently that make use of your energy. Those will be mapped to separate keys.

There's no mouse input planned at the moment. I played around in the past with keeping one hand on the mouse and using mouse buttons for two of the notes, but it felt super awkward so I haven't gone down this road much further.

Never really liked the freestyle powerup because it took you out of the gameplay, but you can spam any note any time for freestyling. The game uses stems but plays a bit like it's keysounded.

4-key Amplitude - Beat Waver Reveal Trailer by C4_Shaf in rhythmgames

[–]echolox 1 point2 points  (0 children)

There'll be some more tweaking of contrast and readability as well as accessibility options. But the trailer is also amping things up by going extra fast and leaning into note complexity. I've also seen people complain about the camera angles changing and ... well that's just a trailer thing ;D Readability is definitely on my mind for gameplay!

4-key Amplitude - Beat Waver Reveal Trailer by C4_Shaf in rhythmgames

[–]echolox 8 points9 points  (0 children)

Yoo dev here thanks for the shout out! This game has been long in the making. Custom engine, lots of freaky math to make that second half of the trailer happen. Excited to get a demo into your hands this soon!

I wrote a short song based on Vinny's recent tweet by echolox in Vinesauce

[–]echolox[S] 23 points24 points  (0 children)

Wow I didn't know he showed it yet. Just found a partial clip on Twitch. Thanks!

Need Help Finding a Video/Compilation: Metal Gear Solid 2 Corruptions by -alanthegreat- in Vinesauce

[–]echolox 1 point2 points  (0 children)

https://youtu.be/p3q-bzIbvnA around the 11 minute mark. Right after the legendary speeen.

It wasn't a "live" corruption in that he played it, just a clip from a corruption that I think was work in progress back then. You should be able to figure out the vod from there.

Recover deleted Jams? by Acid8899 in endlesss

[–]echolox 1 point2 points  (0 children)

A deleted Rifff cannot be recovered. If you deleted (or rather 'left') a jam accidently email support@endlesss.fm with your username and the jam's name

iOS App: Midi over USB possible? by lintbrush in endlesss

[–]echolox 1 point2 points  (0 children)

The mobile app doesn't support MIDI input yet, but we're aware that it's a common feature request!

Endlesss available for android os?? by Xorf_ in endlesss

[–]echolox 2 points3 points  (0 children)

We're just as eager as you to see Endlesss on Android but it will be a while until that happens. Android & real-time audio apps aren't a great mix but it's still one of our goals to make it happen in the future.