Hi friends! I am working on a new game project called Discoblade.
A rhythm based swordfighting game where you have to block and attack to the rhythm of the music. You have an enemy in front of you who charges up attacks from various directions, and on the beat, you have to block in the direction that the enemy is attacking. On some beats, you also have the chance to attack the enemy back, and will try to attack in the opposite direction that the enemy is blocking in. So for example if the rhythm goes “dum dum dum tshh”, you would have the actions “block block block attack”.
Each level presents a unique setting, with completely different environments, characters and context. I also plan for each level to be created by a different artist and musician who are free to express the game in their personal art styles. So for example, one level might be based in a medieval setting made in pixel art with a chip tuney type background music. Another level might be based in a cyberpunk world using dark illustration type art with a more techno based rhythm. The goal would be to have as much variety as possible, and allow many artists and musicians to be as creative as possible.
The game is currently being developed in Java LibGDX, and is planned to be released on Windows, Mac and Linux.
Playable prototype – Right now the plan is to have a playable prototype with one level by the end of July. This will be used see game concept works, experiment with different ideas, and get feedback from players.
Art & Music – I have commissioned an artist and a musician to create the assets for the prototype level.
Gameplay – Score based gameplay where you build your combo multiplier by consecutively blocking and attacking without interruption. Each block and attack will be worth a certain number of base points. Possibly failure state if you fail to block too many.
Leaderboards – Each song should have a unique leaderboard based on score.
Mod support – Make it easy for people to create their own levels using their own artwork and music.
Other gamemodes – Thinking about other gamemodes, for example a gamemode where it isn’t based on the rhythm, but just how fast you can react correctly to the enemy.
Own music – Make it easy for players to use their own music library. This will likely be tied to the other gamemodes.
Base score multipliers – At the start of the level, have various options that affect difficulty and score multiplier. Options such as beats per minute, UI toggle, directional helpers, failure state, etc.