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Dev blog #7

Greetings Backbeat fans!


It's been a couple of months since our last dev blog but that is how deep our noses have been to the grindstone. We are just a couple sprints away from the alpha version of our strategic puzzler Backbeat, and we have tons of content to prove it!
There are now forty levels in Backbeat! Our master designers Andy and Magnus have spent the last several months building final designs for all 20 of the mainline story levels which teach the mechanics of the game and take you through the dreamed of Watts and bandmates, as well as twenty more "remix" levels which are fun side quests used to unlock sweet musical gear, enhance your puzzling skills, and raise your band title to the limit. All that remains is one secret... well, we'll just stop there and you'll have to look forward to a big surprise when we launch.
Forty levels is a lot of places to visit and stories to tell, and this is where our set dressing and story team shine. David and Andreja have been decorating every club, gas station, and mall, meticulously recreating the feel of 1990s suburban USA. The lights, colors, and layout all evoke soft feelings of nostalgia from yesteryear. At the beginning and end of each level, a story segment plays where you get to know more about the citizens of Hornsburg, done up in classic 32-bit cutscene style.
On the other side of the office our UX and QA rep Simon sits concocting the next round's user test form. Puzzle games are hard to design because everyone sees a challenge in different ways, and through iteration and UI refinement we try to open up the accessibility a little more so everyone can enjoy. Each level is first created in a blockout partially dressed by the lead designer. Afterwards the directors and QA team try it out and provide feedback. After a second and sometimes third round of design adjustment, we prepare the level for user testing, studying how long each player takes to clear the level, where they get stuck, and which mechanics are not being communicated sufficiently. This leads us to a list of action points some of which we incorporate either by adding additional help UI and visual clarity to the game elements, or sometimes even adjusting the levels themselves.
Some of the UI improvements we've added in the past few sprints including the "keys and doors" UI, a zoom out feature, and the dithering of interior walls. A big part of Backbeat is using the environment to unblock certain characters' paths, or conversely blocking guards or enemies from reaching goals. This is done through an interaction solo with a special item we call a "key", which will affect some other obstacle collectively referred to as "doors". Keys are marked up with outlines on the objects, and a floating triangle on top. Corresponding doors bare a circle of the same color. This is useful when a puzzle involves multiple keys and doors in the same map.
Interior walls initially were made transparent with dithering in a small section when characters were directly behind them, but this wasn't sufficient to see all possible paths and understand what movement is possible, so we modified the rendering code to set all interior and southern facing walls semi transparent with dithering during gameplay.
Finally, after all this experience improvement, we of course need a few jokes to keep things light. Some of our favorite 90s brands are parodied in Backbeat and our lead artist Andreja has done a wonderful job incorporating them into our design aesthetic. Later this month we'll be at GDC in San Francisco with the alpha version of Backbeat, some swag, and a very exciting announcement! We hope to see you there on the expo floor.

Join the conversation!


Do you have an idea for a dev blog topic? Curious about the team and story of Backbeat? Comment on this post or tweet at us, we'd love to hear your thoughts. Stay cool and funky! -- The Backbeat team at Ichigoichie
Twitter - Facebook - Instagram - Youtube


[ 2022-03-08 19:28:30 CET ] [ Original post ]



Backbeat
Ichigoichie
  • Developer

  • Ichigoichie
  • Publisher

  • Q1 2023
  • Release

  • Action Indie Strategy Casual Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
  • Tags

  • Game News Posts 27  
    🎹🖱️Keyboard + Mouse
    🕹️ Partial Controller Support
    🎮 Full Controller Support
  • Controls

  • 1 user reviews

    (1 reviews)


  • Review Score

  • https://backbeatgame.com
  • Website

  • https://store.steampowered.com/app/1585730 
  • Steam Store



  • [1.19 G]

  • Public Linux depots


  • Stephanie "Watts" Watson, an aspiring bassist, bounced from audition to audition never finding music that really resonated with her, that is, until she discovered the magic of funk. Caught up in the groove, she recruits a group of hometown amateurs to take on art school darlings La Tormenta at the Battle of the Bands.


    • Time-based sokoban-style puzzles
    • Character-driven story set in 1990s suburban America
    • Strategy-esque squad resources and rewindable turns to optimize your solutions
    • Sequenced combo moves and 40 levels of strategic madness


    Join Watts as she grows on a musical journey rooted in funk and fusion. Soulful grooves and hot licks are composed by Pete Fraser, session saxophonist to the The Pogues, Friendly Fires, and Field Music! Twenty musical motifs are recorded by a live ensemble of seven funk masters, providing the foundation for the dynamic music in the game. Unique songs are generated depending on what directions and paths you take in each puzzle. Customize your performance with alternate playing styles, instruments swaps, and realtime audio effect pedals.



    Each character in your band moves through the sokoban puzzle maps in different ways, encountering unique solutions and obstacles. Advancing a character consumes a turn and part of the timeline, setting up interactions with other characters and enemies at different points in time. Rewinding a turn undoes your move, allowing you to find improved solutions and new ways to tackle problems.


    Manipulate each character separately, rewinding or fast-forwarding along the timeline in the process to reach her current point in time. Changes in time are reflected in the progress and actions both past and present of each character, creating some possibilities and removing others.



    Each character has his own resource-limited super move which can be triggered under certain conditions. Tip toe through tight spaces with your bassist, slide through guards with your keytar player, break through walls with your drummer, or blow enemies out of the way with your mighty super sax. Strategic use of your super moves increase the number of solutions to each puzzle and are the key in gaining a maximum score.


    Four resource-based musical metrics govern how and when you can move and interact with objects in the levels. These can completely block progress if used inefficiently, and create amazing musical chains and high scores when regulated artfully.



    Backbeat is a homage to the 16 and 32-bit story-driven games of the 1990s, recreating the challenges and victories of the last days of analog life and the birth of the internet. The suburban Washington D.C. area is reflected in diner parking lots, shopping malls, and dimly lit arcades.


    A colorful cast of supporting characters both friend and foe join Watts as she struggles with leadership, success, and holding together a band.

    MINIMAL SETUP
    • OS: SteamOS 3.0
    • Processor: Core i5 7600Memory: 6 GB RAM
    • Memory: 6 GB RAM
    • Graphics: Nvidia GTX 680MX
    • Storage: 2 GB available space
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