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Spin Rhythm XD News

Update 13 - Tutorial Overhaul

Hey there, Spinners,

We tried killing two birds with one stone in this update. What if we could completely redesign the tutorial system, and also refactor everything about how things were (previously very lazily) loaded and unloaded in our game, as well as change the entire structure of our AssetBundles?

This of course lead to a bigger cleanup than we anticipated, but the results will be worth it for future ports such as the Switch version. Nintendo places strict limits on patch size, and very specific requirements for gameplay displaying their hardware in-game.

Another thing we did was redo how our translation system works. We have moved to a Google Sheets system which can import into Unity in a single click. It’s now super easy to change strings in-game as we don’t have to deal with an external translation system (OneSky), saving time, money and revisions from translators who sometimes did not fully understand the context of a rhythm game.

Huge thanks to Discord users Raoul1808, Gamer97, Mapy, Edge, DJ_Mike, TreXDer, G4, A. Park, 20/3, CrunchyRominaeLettuce, Auth, Dr Chicken, NeoDuck, haomakk, SleepingKotofey and our mobile publisher Habby for your work on this.

If you think there are any particularly bad strings in your language of choice, let us know and we can fix them far more quickly than before.

Patch notes below.



UPDATE 13 - TUTORIAL OVERHAUL


[h3]FEATURES[/h3]
  • New tutorial system!

The gameplay mechanics for SRXD are slightly unique in the rhythm game space. While it clicks once you understand the game and have played for a bit, we want to make the initial experience with the game as easy as possible for players new to the genre.

We now have 4 separate tutorials that quickly teach all of the game mechanics one note at a time and in a way that is relevant to the difficulty level the player is attempting to play.

  • Easy - match notes, spins with a tap at the end, and scratches
  • Normal - hold notes and tap notes
  • Hard - beats and hold note releases
  • XD - beat holds and beat hold releases

The tutorials show correct keybinds if remapped, and clear demonstrations of how to play using 3D animated glyphs of gamepad buttons, keyboard keys and a mouse.

If you miss the old tutorial music, you can still create a custom track and it will be the default music.

Another feature we have wanted for a long time is proper text explanations of how each mechanic works, and clear “objectives” (number of times the player must hit a note to proceed). There was also previously an issue where if a player didn’t understand an issue in the tutorial, they could get stuck in an endless loop of negative feedback. Now if a player fails twice, the tutorial will rewind and play the demo section with text explanation and animated 3D glyphs.

Levels are now gated by having to play a tutorial (which is easily skippable for seasoned players), and tutorials are always accessible from the level select menu (without having to dig around the track list).

Other features:
  • Refactored the way everything in the game is loaded and unloaded
  • Completely restructured our assetbundles to allow for leaner patches and better resource use and future optimisation
  • Improved translation system (now using a Google Sheets file)


[h3]POLISH[/h3]
  • Improved beat release effect
  • Improves beat note hit effect
  • Improved the effect hold notes have on the background heightmap (removed flickering)
  • SpinFM no longer spams track select sounds when moving quickly through difficulties
  • Menu navigation SFX is more consistent between input devices and menus
  • Audio spectrum visualiser (in-game HUD) is now properly aligned in the center
  • Made the options menu wider, made the debug buttons (bottom of options menu) fit all languages
  • Incorporated all feedback from the chart feedback form
  • Re-added the track info in the bottom left corner during play, and made long titles scale properly
  • Added missing HDR to some elements in the key binding screen
  • Fixed “next leaderboard in xx:xx time” text overflow in some languages
  • Updated Chinese and Italian translations for many in-game strings (thanks to Gex, Edge and 20/3)
  • Added translation string for “add input” in controller / MIDI mapping menu in all languages
  • Added dynamic resolution scaling on track preview (level select) and wheel preview (options menu) - these should look better at higher resolutions
  • Improved album art loading process (now loads with a smooth transparent crossfade)
[h3]BUGS[/h3]
  • Fixed RichText working for Steam names in SpinFM
  • Fixed a dodgy looking text raycasting issue on level select menu
  • Fixed a bug submitted by user 20/3 (IndexOutOfRangeexception) caused by putting too many legacy tutorial notes in a custom chart - the game will now ignore the tutorial notes and mark them as chart errors
  • Fixed a bug that could cause a crash when quickly scrolling through hundreds of customs
  • Fixed a rare bug that could cause the game to never launch due to resolution being too low
  • Fixed a bug where the final ping of the audio calibration tool would sometimes not play


Keep spinnin and keep grinnin.

Spin Rhythm August news: China GDC talk, tutorial update

Hey spinners, just a quick update about our upcoming patch.

We are redoing our tutorial from scratch. We have a few goals we want to achieve with the new tutorial, including:

  • Music that is more modular (with vamp sections so we can better control the flow)
  • More encouragement, less frustrating feedback
  • Clear AI-controlled demo sections supporting different input displays
  • Proper text explanations for each gameplay element
  • Smaller, more relevant chunks, pertinent to the difficulty level the player is actually trying to play
  • Players are required to play a tutorial before a level, but it's simple to skip
  • Currently obscure elements like release notes should be taught properly
  • Tutorials accessible from the track select menu at any time


We hope that this new tutorial system will make playing the game much more accessible for new players.

In other news, we have been accepted into BitSummit 2021!



It looks like we will be having to exhibit digitally, but either way this is a huge honour for us! Hopefully we can discover a few new Japanese fans!

And lasly, we were asked to do a talk for China's version of GDC (China Game Developer's Conference). As with all events, it got kind of slain by the COVID19 delta outbreak in China and fizzled out. We still wrote and recorded the talk, so we released it on YouTube. If you're interested in a bit about the development process for SRXD it is worth a watch.

[previewyoutube][/previewyoutube]

As always, thanks for your support and patience, and see you at the next patch.

Hotfix 20 - New UI Fixes

Hey spinners,

A few things slipped through in our last patch, we spent a few days cleaning them up.

Details below.

HOTFIX 20


FIXES
  • Updated many Russian translation strings - many thanks to Discord user SleepingKotofey
  • Fixed motion controls on DualShock 4, Steam Controller, and Switch Pro controllers
  • Refresh rate (in graphics menu) has been made slightly more visible
  • SpinFM pause menu background has been readded
  • Customs track titles are no longer always capitalised
  • Switch Pro controls have been properly remapped (get the latest Official Config)
  • Dual Shock 4 mappings have also been improved
  • “A” rank (in level select) is properly capitalised
  • Audio will no longer continue to play when quitting the calibration tool early
  • SpinFM back button location in radio select menu has been fixed
  • Calibration popup will no longer appear while in SpinFM
  • Pressing the context button will now both open and close the context menu
  • It is once again possible to scrub the timeline in practice mode when using a mouse
  • Audio spectrum visualiser no longer covers the time remaining on the HUD
  • Album cover number can now properly display numbers greater than 99
  • “Sensitivity” setting in MIDI mapping should now properly work
  • Music will no longer continue to play when the calibration menu is open in some circumstances
  • Calibration tool will no longer be prompted in SpinFM when changing audio devices mid-game
  • Errors while loading some customs songs will no longer cause other assets to fail to load
  • Fixed formatting on customs text fields (lower case j will still be cut off, sorry juch - this is a problem with Text Mesh Pro’s handling of italics)


Keep on spinnin’.

Update 12 - New UI, Calibration Tool Update, MP3 Support



What’s up Spinners,

This was meant to be a quick update to improve our calibration tool, with a little bonus UI polish. It ended up being a huge haul getting the UI looking universally excellent, so sorry for the delay on this patch.

We have now completed the Monstercat DLC levels, which only need backgrounds made for them. We plan to release these with 1.0.

Details below.

UPDATE 12 - CALIBRATION TOOL + NEW UI



[h2]HDR UI OVERHAUL[/h2]

We have redone our entire UI in HDR. It looks shiny and delightful now, including the long neglected MIDI and KB&M mapping screens. Bask once more in the shiny glimmer of a new user-interface.


[h2]CALIBRATION TOOL UPDATE[/h2]



There are a few big changes to the calibration tool. Firstly, you can now calibrate at any time during play, as the tool will appear as an overlay. This is accessible via the pause menu.

Secondly, we now include video calibration alongside audio calibration. Please note this isn’t input calibration, just an adjustment of when the video signal appears (useful for TVs that are slow, or don’t have a game mode).

We have also added a ticker in the calibration menu, so you can adjust your audio and video values and see the effects in real time on the ticker.

We want to include a heatmap somewhere on the wheel in the future.


[h2]MP3 SUPPORT[/h2]

The patents for MP3s are all lapsed so we can officially support using them in customs. Does anyone even use these anymore? Either way, they work now! This should dramatically decrease the size of a custom chart if used.

Note that MP3s have a tiny amount (around 30ms) of silence at the start, a hallmark of the format and something which is unfixable.

Patch notes below.


[h3]FEATURES[/h3]
  • Added a new HDR user interface
    - Including reskinned input mapping menus (MIDI and keyboard & mouse menus)
  • Added new calibration tool
    - Calibration tool can now be accessed during play
    - Audio and video calibration is now separate
    - Added ability to check and adjust values to a ticker in menu
  • Added MP3 support for custom charting
  • SpinFM is now called “LIVE” in main menu
  • Improved gamepad default mapping
[h3]POLISH[/h3]
  • Gamepad users now have better interaction with drop down menus
  • Gamepad users can now scroll between options menu tabs using triggers
  • Improved “NEW BEST” display on success / failure screens when achieving a new high score
  • Humanity Expert has been rerated to 16
  • Customs radar graph has updated values (thanks to Prog for the stats)
[h3]BUGS[/h3]
  • Fixed a bug where sometimes release note particles would not appear

Cheers.

Spin Rhythm upcoming months

Hey spinners, just giving you an update on what we plan on releasing over the coming months.

We do have a small update incoming, which includes MP3 support and an update to the calibration tool. We aim to deliver a tool that will let players compete with confidence, as well as include video latency calibration for TV players.

We have a long list of cool, fun and interesting things that would make the game slightly better, but we tend to go down rabbit holes of trying things, cutting them, experimenting and so on.

We sat down recently and made a plan to lock down all of our 1.0 Steam / Switch features in mid-August. This is to ensure we have enough time to properly playtest and produce launch / DLC trailers to target a mid-late October launch.

These features include:

  • XD beginner experience
  • Calibration tool update
  • Tutorial update
  • DLC content
  • Achievements

The main thing that has caused us delays so far has been prototyping and throwing away single player experiences. It always blows out in scope and leads us back to square one.

We want to implement something involving completing simple challenges to learn the game's tracks and systems, something beginners can jump into and track their progress.

We always planned to support XD beyond 1.0, so we will save the following potential features for future updates. Some of these are weighted more heavily, some are easy to implement, some quite difficult.

  • Editor update
    - including trimming levels, selectable backgrounds, mouse controls and QoL
  • RemiXD levels
  • Scoring system improvements
  • Weekly w/ mutators
  • Split screen multiplayer
  • Steam trading cards

If any of this list is something you were deeply looking forward to, then I apologise.

As always, thanks for your support and patience.