In "Tekno," you, as the protagonist DJ Tekno, harness the power of music to combat the oppressive DJ duo BR-3N and BR-4N. With your sentient Speaker companion, SP3-KR, you venture through Ibiza's lively clubs and beyond, challenging the evil DJs in an ideological mix-off to liberate the people from their mind-controlling grasp. As you progress, you'll showcase your skills, cunning, and musical prowess to overcome various challenges, all while immersing yourself in the captivating world of EDM and club culture. Prepare for a thrilling action platformer that combines rhythm, adventure, and a futuristic struggle for freedom and save Ibiza from the sinister clutches of BR-3N and BR-4N.
Link: https://uowmgames.itch.io/tekno
My roles and contributions on this project:
Tech Team Lead & Project Management
Overall Game Architecture
Rhythm Game Structure (Beat Manager / Tempo Manager / Rhythm Game)
Rhythm Game Beat Map Editors
AI with Behaviour Tree
Dialogue Programmer
Game Level Design for 3rd Section of the Game
Skill Set:
Unity
C#
Technical Details
Amplifier - Mini Rhythm Game - The Creation of Beat Map
In Tekno, there are a lot of amplifier that we need to setup different pattern for each minigame. My approach is to treat it as a beat map, load the information from Scriptable Object and initialize it. But Scriptable Object only can store data, and we would need to key in the position/notes sequence data one by one thus take a long time just to setup.
I developed a custom editor tool in Unity to streamline the creation and visualization of beat sequences within the Unity Editor. This tool enhances the workflow for game development by providing an intuitive interface for editing and managing beats.
The editor tool allows users to create, edit, and visualize beat sequences directly within the Unity Editor. It utilizes custom GUI elements and event handling to enable interactive beat placement and sequence management.
Final Boss - Rhythm Game - Rhythm Game Beat Map
For the boss level, our beatmap designer intended to make a rhythm game with notes coming through you, if you missed out then the notes will hit the speaker and indirectly damage player. I had encounter many technical issue on optimization, notes movement synchronization, and especially how to construct a beat map data. In the end with the deep understanding of music tempos, object pooling, garbage collection, i managed to solved all the issues.
The beat map designer are using online tools to design her beat map, but the format that she export is a .sus file that is specifically for the online platform and hard to extract the information from it to create the notes in game.
Hence, I recreated the tools in that she used in Unity Editor, with similar UX and simplify it. This helped our developers able to tweak the beat map when there is a changes needed.
Final Products