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GID 22 - BeatBlock

by Ray Gebhardt · 07/15/2007 (9:06 am) · 2 comments

For those of you who don't like to read...

Get BeatBlock here.

(If you like anything on my site, be sure to click on some of my ads. Each click gets me some money, and I just so happen to like money.)

Watch videos of each level:

www.youtube.com/watch?v=8Bea4k9ovJc

www.youtube.com/watch?v=YDRdlfva_3o

www.youtube.com/watch?v=ahXhLm8eQQw

I just finished up a little game for GID 22. For those of you that don't know what GID is, it's short for Game in a Day. Basically you have a bunch of game developers get together and make a game in 24 hours, spread over a weekend. It's a great way to have a bit of fun and improve your prototyping skills at the same time. The website for Game in a Day is www.gameinaday.net.

www.noolness.com/images/blogs/BeatBlock/BeatBlock001.png
Well anyway my game is called BeatBlock and it uses beat detection to spawn blocks and to control their movement. I used the new TGB 1.5 plus some custom C++ code to create the game. You control a little block with the cursor keys and try the avoid the evil killer blocks of doom. Each level is really just a song, and when the song is over the next level begins. Once you beat a level, you will start at the beginning of the new level whenever you die. There are three levels in total, and if you can beat them all you win the game.

www.noolness.com/images/blogs/BeatBlock/BeatBlock002.png
It probably took about 12 hours to complete this game. The thing that consumed the majority of my development time was getting the beat detection just right. I had a lot of issues to overcome, most of which had to do with getting the timing to work correctly. I used a debug sound that played whenever a beat was detected. When I got it working correctly, it sounded like that debug sound was part of the music. I had almost given up on the game at that point, and I decided to try one more thing before giving up. It just goes to show you, never give up. The music I used in the game was just some stuff I had written a while ago.

www.noolness.com/images/blogs/BeatBlock/BeatBlock003.png
I am nearly done my music pack and I will be releasing it soon. All of the songs are completed, I just have to tweak them a bit. So at this point it's just a matter of figuring out how to sell the music (where I can publish the songs). Hopefully I will be able to get the pack out there by the end of the month. If you need any music written for a game or for any other purpose, just contact me at ray@noolness.com.

Until we meet again, live long and prosper. ;)

#1
07/15/2007 (1:16 pm)
I was wondering if you could up grade another exporter for another software, that will let you export your normal and specular map so you can use the NoolPreview Tool? If you can i will send you more information and i will pay for your help just give me a price.

thank you
#2
07/15/2007 (6:59 pm)
I'd like to second that.

cool game, i feel like the first game had the best sync with the music.