So, this is meant to be a quick and dirty technical guide to how I approach my game architecture. And when I first started I found there wasn't much documentation around for the general architecture of rhythm games. Devlog #0 - How to Dismantle an Atomic Bomb (Breaking down the Rhythm Game) I've done rhythm games a few times, and in fact they're the only kinds of games I've seriously worked on and ever want to do. Hopefully you will find this devlog interesting too! I'll start with going into detail about rhythm game design and the programming challenges in going from prototype art to full blown HD. Willy Chyr's Relativity devlog has been a joy to read, and served as the main inspiration in deciding to do this. We have a tumblr that serves more of a visual progress indicator with concept art and so on, but this will be a more thorough writeup. This devlog serves to chart my struggles and lessons learnt from the programming side of things. We're competing with 15 other student teams in this competition, who are all probably spending their limited time more wisely than writing a devlog heh. And we have five weeks from today to get a revamped, high quality version of this game out for the Dare exhibition in Dundee, Scotland. We're representing the University of Cambridge, California Institute of the Arts, and Berklee College of Music. We recently got selected for the Dare to be Digital 2015 competition, which is a student competition for game developers. Our artist Kyle is an artist behind webcomic Soul Symphony, and our composer Jade is a music student at Berklee College of Music. This is the second project I'm working on, which is also a tough-as-nails one-button rhythm game, and this time I'm working on it in a team. You might know me from Rhythm Doctor, which won an IGF Student award last year. Or here on mobile for $1, with free updates as this game progresses! A Dance of Fire and Ice is a tough one-button rhythm game about turning geometry into music.
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