![]() ![]() So what is the level design process for a rhythm game with a story? This adds a lot of temperature to the game in addition to the simple "passing". I have to say that such a setting gives "Rhythm Doctor" a stronger sense of psychological resonance with the player, in the game you will meet boys who are heartbroken for love, musicians who are difficult to find creative inspiration, and café waiters who are breathless due to work pressure. It wasn't until they did more levels later that they gradually added character and lines to the doctors and patients in the middle, forming a complete set of stories. Part of the hospital theme stems from Azman's own dream of becoming a doctor, and partly because he found that the seven beats beat somewhat similar to the heartbeat, so they decided on a simple hospital theme at a considerable stage, but there was no real story line. ![]() Unlike his predecessor, Rhythm Heaven, which was composed of multiple mini-game levels, Azman wanted Doctor Rhythm to have a more complete view of the story and connectivity between the levels. Unlike many rhythm games, which simply let the player hit the button to pass the level, the game story of "Rhythm Doctor" takes place in a special hospital, where the doctor defibrillates the patient's heart rate through the beat of music that matches the heartbeat. In addition to the one-button gameplay and unique music, another thing that makes "Rhythm Doctor" fresh and impressive is its hospital theme and story setting. ![]() RHYTHM DOCTOR DEVELOPER HOW TOSo basically, Azman is seriously learning how to make music while learning how to make games. Azman told us, "And we also have to find singers to write lyrics and study how to combine with vocals to have better results." ” ![]() But like an EDM tune I spent 200 hours because I was going to learn how to make this type of music. "Some of the music in the game is relatively simple to make, such as a guitar-based song in the middle that I only spent a day playing because I played the guitar a lot. The game's music style is varied, ranging from lyrical R&B, passionate electronic music, and brainwashing pop songs, and the style of each level is very obvious, which is crucial for such an indie game with a small overall volume.Īzman himself completed about 80% of the arrangement of the entire game, which is also a big challenge for him who has only done simple songs. The first is the music section, which is not overly described as "10,000 blood letters for OST" in the Steam comment section of "Doctor Rhythm". So the two Malaysian students studying in the UK, using their vacation time to make games amateurs, released Demo on the indie game site TIGSource two years later, in 2013, which received an unexpectedly enthusiastic response.īut at this time, Azman did not have a precise plan to make games for a long time, and the definition of "Rhythm Doctor" was still a hobby work.Īlthough it was a demo with only simple levels, now we experience the core differences in "Rhythm Doctor", which were already in the form of a prototype at that time. The original prototype of "Doctor Rhythm" And even though Rhythm Doctor was in development for more years than Cyberpunk 2077and had a smaller team of people, the game ended up more beloved by fans who were similarly anticipating the game over the years.Interview with the creator of "Rhythm Doctor", an alternative rhythm game with button polishing for 10 years Sometimes, even, development studios are mostly made up of one person who creates and codes the game themselves, such as with Eric Barone who solely developed Stardew Valley. Indie games, on the other hand, take several years to complete simply because they have such small teams. RHYTHM DOCTOR DEVELOPER PS4RELATED: Chicory: A Colorful Tale Indie Game Coming to PS4 and PS5 This was the case with Naughty Dog's The Last of Us Part 2, which involved 14 studios to complete. When it comes to triple-A titles, they often take a long while in the developmental stages because of the sheer about of coding and polishing that needs to be done, often resulting in years of work before a game is finally ready to launch, despite the number of employees on the project. Interestingly, the two games have similar timelines when it comes to their development processes. ![]()
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