out-perform

out-perform

13 devlogs
24h 32m
•  Ship certified
Created by julia do

be the better employee and make the best performance! a rhythm game where your rank increases the better your high score is.

Timeline

Ship 1

1 payout of shell 458.0 shells

julia do

about 2 months ago

julia do Covers 13 devlogs and 24h 32m

Here's a list of the last bugs/components that I attacked/wanted to add to the game :D

  • [x] fix dialogue text glitch
  • [x] build
  • [x] upload zip
  • [x] gameplay vid
  • [x] game over sound should only play ONCE. same with intro sound
  • [x] the amount of arrows don't increase

  • [x] dialogue audio

  • [x] game over sound

  • [x] intro whoosh sound

  • [x] chill dialogue music

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Spent the last few fixing a lot of the bugs that have sprung up while playtesting. Here's the list:

  • [x] lobby music plays in track_menu
  • [x] score is too high in the intro gameplay
  • [x] fail intro gameplay - it doesn't go to afterintro, it just goes to trackmenu but it shouldn't
  • [x] intro gameplay has repeats but it shouldn't
  • [x] intro dialogue --> intro gameplay --> intro dialogue --> intro gameplay etc. why
  • [x] highscore is being calculated the same as best combo, or at least the current score gets higher than the high score though it shouldn't (they should be the same OR current score should be lower)
  • [x] no orange flash in intro gameplay but there should be one
  • [x] intro dialogue playing after re-opening game, why
  • [x] highscore doesn't update in intro gameplay
  • [x] have to click a lot for the intro gameplay to start, why
  • [x] message in the beginning is white, make default orange

I also made it so that lobby music continues in the track_menu, and there's also pauses in dialogue to make it feel more real.

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Lwk forgot to devlog again. Here's a list of the things I've gotten done / debugged from my dev notes in Obsidian:

  • [x] overall highscore & highest combo label, current combo in the corner
  • [x] individual highscores for track
  • [x] re-build mac & windows
    • [x] combos
  • [x] show highscore on button
  • [x] show rank on button
  • [x] fix highscore update
  • [x] floats --> ints
  • [x] reset score every round
  • [x] resume attractiveness label based on highscores
  • [x] show speed increase message

Last thing I'm working on is adding an encouragement message :D

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I've mostly been debugging. I drew the intro cutscene animation in Procreate, track menu buttons, and a new game over screen. I also fixed the broken flash/zoom effect in the intro gameplay, as well as the game over screen rerouting.

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Help. I was going to add other components today, but I've spent most of my time trying to debug some problems that came up - instead of the game over screen showing when you run out of strikes, it transitions to a dark gray screen. And the flashing on the intro gameplay stopped working. I'm debugging that now still...

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Okay, I made the strikes work! So if you miss an arrow or click a wrong one, you lose a strike. If you lose all five you get the game over screen, and then you go back to the track_menu.tscn scene :] Also made it so that the game keeps looping and increases in speed and # of arrows as time goes on. Gonna build it with butler to itch now.

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Yippee! Finished cleaning up the workflow as well as all the code. Also instead of the default orange, the game flashes upon correct user input with the same color as the music track's name :D Working on adding strikes now.

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I've cleaned up most of the workflow and I'm gonna move forward with the ideas that I currently have to make the current game better. Right now, I'm fixing some audio - the green audio is too quiet, and you can't hear the bass in the purple right now. I've attached the current green audio to this devlog :v

I want to make more progress, but I can't because my workflow is still burning my eyes. I cleaned up the file system and organized scenes and scripts into their respective folders. I cleaned up and added comments to parallaxbackground.gd and mainmenu.gd as well. I'm going to do that for the rest of the game before continuing.

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Oops, forgot to log more. For the gameplay, I added a current score that stacks until you mess up, and then it resets. The highscore is saved.

There are instructions that fade in on the first gameplay, too. Also, when you press an arrow correctly, there's a flash of colour and the screen zooms in briefly.

And I fixed the problem of the scene and dialogue rerouting to random stuff (that took like WAY too long).

The parallax cam was also bugging, but that was fixed by deleting the extra Camera2D.

I'm gonna clean up the workflow next because my eyes are burning.

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Made the tutorial gameplay functional - normal speed music, press the arrow keys to progress. Made six music chunks in Ableton that'll be randomised. And lobby music :v

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I got the dialogue boxes to work. It looks like it's typing, and you click to progress through the chats. If you double click, you can skip them, too!

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Kinda forgot to make devlogs. Anyways!

I drew the main player, the background, and various other assets in Procreate. I also added parallax scrolling and a paint streak transition between scenes :D