Posted October 06, 2025 by pikman34
For this week of our prototyping, I am prototyping the rhythm game aspect of our game. This is so I can get 1 major aspect of our game implemented correctly before implementing it with the turn-based combat, while still working out the coding processes for this aspect. This week was mainly dedicated to nailing down some key design aspects to our game such as the mechanics I've listed before and some major design elements. While an overall aesthetic hasn't been chosen we did agree upon the decision to have each enemy be a unique music genre (rock, jazz, classical, etc.) This didn't stop me from brainstorming ideas on how the battle system would work. The basic attack would initiate a short rhythm chart for you to complete, once completed you are then graded on how many notes you hit and whether they were a normal, good, or perfect hit. Depending on how many of each note you hit, your attack power will go up. However for this playtest I want to get a good grasp on a few things for this rhythm mechanic: How long each chart should be? How fast should the charts be? Faster or slower? And finally, how do you feel about the hit feedback (the good, hit, miss, perfect prompts)? These initial questions can give me a better idea on how to handle the rhythm charts of our game a bit better and improve on it as I work on implementing it into the combat system.
(Attached images are notes in my notepad sketching out rough ideas for the mechanics.)