Load up your favorite song, see if you can beat the level it turns into.
Load up your favorite song, see if you can beat the level it turns into. Read more
SoundRunner is a video game in which the player plays Botty, the last surviving remnant of the antivirus on an old PC. Through a series of unfortunate events Botty fails his duty and is left without a device that allows him to create platforms to move through his PC. Defenseless the PC is infected by a hoard of Viruses.
After some help from the slightly insane Byte Klerp, Botty has this device replaced with one used by Audio Files. The player chooses an audio file on their desktop and then the game will generate a level based off of the song they choose.
The music will control how the level generates platforms, enemies, coins, and obstacles. The player must traverse this generated level using their jump, double jump, dash, and grapple hook. These abilities along with whatever weapon they choose to equip for the level will enable to player to reach a victory...or a defeat! Once the player plays enough levels they are allowed to try and attempt to defeat a Boss. Should they succeed they unlock the next set of levels which have new obstacles enemies and challenges!
On top of this each level will grade the player's performance based on a set of statistics. The player has the ability to replay a song on a set level to see if they can score a better rating and more Bitcoins to spend on in-game items!
Weapons will be available for purchase at each locations town hub. They'll cost Bitcoins and once purchased can be equipped in a load-out screen before the level begins.
Current weapons designs are below:
Standard Issued File Remover - Chargeable projectile that does okay to high damage depending on the charge. At full charge it will deflect bullets it passed through. (The players starts with this weapon)
The Cursor - Fire cursors at the enemy which pierces enemies and platforms for a certain distance before fizzing out. Has a recharge timer.
Mouse Trail - A trail of Byte plasma follows your recital, any enemy it touches explodes. Constantly hovers around your mouse, you must slice through enemies to cause damage. Does high damage.
Cut and Paster - Absorbs an enemy and allows you to shoot it as a projectile, as the enemy is fired it's standard bullet pattern is also fire from it at enemy's as it passes by. Collision with another enemy destroys this projectile along with whatever enemy it hits. Damage is based on enemy's size and statistics.
Overclocker - Slows down time around the player and shields them, fires off a circle of bullets. Falls under a countdown timer, once the timer is reached, there is a recharge period. Between recharges acts as an unchargable Standard Issue File Remover.
Enemies will vary among the different levels in the game. On the first level, for example, the primary enemy will be a Damaged Byte. Which is a Byte that was infected with the virus and now mindless fires at anyone who comes close. While other levels will begin to have more complex and complicated enemies such as a Bad Sector which will only take damage when their weak spot is showing.
Some Enemies are Below:
Damaged Byte: Damaged by a virus on the system, what's left of these Bytes attacks you mindlessly.
Malware: This enemy will take your projectile and turn it against you if you fire at them at the wrong time.
Spyware: This enemy will cloak itself and trace your movements for a little bit before revealing themselves and trying to steal your bitcoins.
Worm: This enemy will slow your movement down if they touch you and weigh you down, forcing you to try and shake them off.
Trojan: Should this enemy succeed in touching you it will flip your controls and confuse you momentarily
Bad Sector: A large enemy shielded by a thick memory wall. You must wait until they reveal their weak point before you can defeat them.
Root Kit: This enemy will mimic your moves backwards and attempt to best you by being a nuisance.
Spam: This enemy will constantly puff smoke to blind your vision while you try to traverse the level.
Obstacles will block your path from time to time to give the level some depth and more challenge between fighting enemies. Some Obstacles are listed below:
Some Obstacles are Below:
Moving Pathway: These pathways are pretty common for audio files, they move with the sound wave, you'll have to use them to get across gaps or jump over them.
Memory Leak: Your modulator will malfunction momentarily and spawn a vertical wall, shoot the center or dash through the center to cause it to explode and get out of your way.
Overheating Component: Your pathway is too hot, use your grapple to run over the top segment and avoid crashing.
Compromised Sector: A sphere will spawn between two platforms modifying the gravity around them. Watch your jumps, or send a few of your projectile sin to destroy it.
Bosses will be revealed in Klerp's PC once the player has accumulated enough distance from running along pathways. These bosses are all viruses that are based off actual Historical viruses. The bosses health will be determined by the length of a song/difficulty, a higher difficulty means a longer hard boss fight. The player must try to kill the boss before their song ends. If you fail however, you can always shoot back up and try again with another song or the same one. Boss performance will also be graded like platform level performance and include bonus rewards for high grades. Check out some of the bosses below:
The Creeper: The Creeper was one of the first viruses ever created, it's main purpose was to show that vulnerabilities do exist in computer systems and can be exploited. It would replicate and display the message "I'm the creeper, catch me if you can!". It was later removed by the Reaper. Though it did nothing more than display a message, it seems all the corruption in the system has caused the Creeper to become empowered. The Creeper will fire projectiles with the beat of the music and block it's vulnerable eye from time to time forcing the player to jump onto it's revolving platforms, where it will open it's eye and attempt to fire a beam at the player.
The Wabbit: This boss is based of a virus which would replicate itself until it started to clog a system's memory and performance. This Boss creates miniature copies of itself that the player must try and continually destroy between taking advantageous shots at the boss.
Animal: This boss will frequently pause the battle to continue a game of Simon. If the player wins a round the boss takes double damage between attacking. If the player gets it wrong the boss spawns a couple of adds.
Elk Cloner: This virus used to dominate the Apple II. It's grown bitter in age over everyone's idea that Apple has never and cannot have viruses. The Elk Cloner will require the player to hop across moving platforms while avoiding his large removable storage projectile. Between projectiles he will occasionally sob uncontrollably in frustraiton causing the platforms to stop moving and slews of enemies to spawn.
King Virus: Very little is know about the leader of the attack on the system. This final boss will combine the moves of all the other viruses into one last epic showdown. Can you defeat the Virus King?
Like many of the developers on KickStarter I've had a deep love for video games. It was my way to escape and go on an adventure and save the world (or destroy it!). As an adult, that methodology has stayed the same, and my love of games continues with what time I have between family and work.
I began work on SoundRunner during my wife's 3 month stay at a hospital. She was pregnant with our first baby and her previous medical history had made her pregnancy complicated. I would play video games while she rested to keep myself occupied/sane. It was around December that I noticed the Steam Sale had Rogue Legacy up for sale. I bought it and my love of 2D platformers was reignited.
Coincidentally, I had also been toying around with Unity at the time and began to mess around with making a platforming game using the engine. I eventually thought about how certain games like New Super Mario Bros would have enemies dance to the music at key points and thought about doing something similar with the game I was toying around with. After doing research on how Unity's engine can analyze sound and I got a makeshift version of the current game working, I realized how fun it was to load up my own music and see how each song would affect the blocks I generated in place of an enemy.
As time moved on I began to toy with different aspects of the sound analyzer, things like spawning enemies instead of affecting them, spawning platforms to the beat of the music, spawning different types of platforms depending on what point the song is at. This all culminated into something pretty great and I thought it would make a pretty neat complete video game.
Time moves on as all things do and before I knew it, my son was born. I took a break from development for a short while since trying to keep variables and other programming in order when your sleep in interrupted by a newborn is difficult to say the least.
Once life settled down a bit, I noticed myself coming back to the game when I could and adding little things to the game's level generation algorithm. Things like checking the song's level and making sure the game doesn't generate one long level and generates an interesting level regardless of genre. Adding the weapon and aiming system, adding the town hub, enemy spawning, coin spawning. Before I knew it, I had created a great framework to base the rest of the game off of.
If you're wondering what your investing towards, I've compiled a list in order of highest priority to lowest below of things the funding will go towards:
- Steam Greenlight Submission Fee
- Updated equipment for Compiling/Development
- Some music for people without any that want to play the game
- Fees for Kickstarter - 5% of each donation
- Unforeseen costs (Additional licensing for Unity, Music, or development needs)
- Food to feed the family.
There still some work to be done here! Currently, the first level and first boss fight are almost done, as well as the first weapon. That's a whopping 1/5th of the game almost done! Wow, that sounds pretty awful there.. Mr. Man. The majority of development time actually went into developing the framework for the game, the first level/boss fight took substantially less time than mechanics like, aiming, firing, the camera, and of course, the sound analyzer. With the main engine done, the bulk of the work is just busy addition work which, though time consuming, is relatively easy to push out.
So here's what work I've got left:
- Sprites, and lots of them (Enemies, Bullets, Decoration, UI)
- Programming new Bosses
- Programming new Obstacles
- Programming new Enemies
- Cut Scenes
- Polish, as in shoe shine, not the people of Poland.
While this seems like a bit, I'm actually planning on releasing the game onto Steam Greenlight as soon as funding is available and frequently updating it as new content is created. Sort of like an episode-based release type deal, minus the, "I want you to pay for each episode" part. I don't believe in DLC you have to pay for since I prefer the old model of, you paid for a game and you got all the game had to offer.
Thank you so much for taking the time to look over the game I've been developing. If you like the game and have some interest in it let me know! Even if it's just a message to my inbox to let me know you like the sound of it. I'm extremely grateful to have the opportunity to show you all my game and look forward to any comments and suggestions you might have.
The rewards for designing weapons and bosses are additional to the 5 stock. So... if I get 5 people who want to design a boss, that'll be 10 bosses instead of the original 5. They'll just be located in a special boss chamber in a town hub. Same goes for all the other rewards, they're extra, not part of the final design.
Risks and challenges
While I would love to sit here and tell you guys that there aren't ANY risks in investing in me, that would be dishonest.
The biggest risk in your investment is the fact that it's just me, I'm one developer working on the little game he started developing. That has both risks and benefits. Transparency is MUCH easier for me because I don't have a group of people telling me what to say and do. I can be honest and put up an update like "Sorry guys, I didn't get much time to release the new update today, just working on some bug fixes, this delay is due to my child having the flu." On the flip side, delays might be common for updates. This is why I think the "episode"-based release schedule would work best here because you'll still have what's complete of the game readily available with updates being frequent until we reach completion. After which I'll keep adding little things to the game when I can.
This is also a learning experience for me in some ways, and I'll do my best to support everyone's questions, concerns and bug reports. I will always be honest and will work on things as they're reported between development.Learn about accountability on Kickstarter
- (30 days)