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  3. News roundup #2 & #3 - Source code release, new song, website revamp & more

News roundup #2 & #3 - Source code release, new song, website revamp & more

(This is a summed up version of news roundup #2 and #3, I forgot to post #2 to steam so I'm merging them together whoops, hopefully I won't make the same mistake again, you can see the #3 edition of new roundup here on our Patreon)

Hello, I am once again hoping I can manage to make the news posts become monthly from now on, anyways, since we are in early December I think it's time for the updates, there are many exciting new things I've been working on.

New song: Spread my wings


[previewyoutube][/previewyoutube]

A few days ago I announced (on Twitter/X whatever you wanna call it) the start of an official collaboration between Project Heartbeat and the Grazepoint eurobeat creator's circle, with the first song, "Spread My Wings" by DJ Timotei feat. Slothington from the album TouWHO?? 2.

This is the first chart made by mvluna and features artwork from resident artist Sadnesswaifu.

Source code release


While this has done a while ago I wasn't sure if it would stick, but now I am. I released the source code for Project Heartbeat publicly for everyone to take a look at, it's not open source but it's source code available, I will explore a proper open source release in the future.

You can check the source code here.

New engine branch updates




Since the last update many things have happened, the new engine version of the game was finally released for testing, although it's very broken. If you are interested in checking it out please go on the Discord server and look for the new engine info channel to learn how to access it.
New engine branch updates



As I said, it's very broken but it already integrates some goodies such as the new input glyphs and a new song that is currently being tested.

The new engine also has support for Steam Input emulate devices, long gone are the days of having double inputs!

While this is a preliminary port it doesn't make use of ALL the new engine features just yet (for example, the new mailbox vsync or the ability to switch controllers on the fly). But it will soon.

Please, test it out so I can work through the issues faster!

Website revamp updates




As a side project I started work on upgrading the website. I started by upgrading it to use the most recent version of actix-web and to use htmx, which should provide a more modern experience. As this means interactivity can now be expanded upon I am also working on the ability to search within the site for songs by name.

I also want to add the ability to see historical leaderboard data, that should be useful.

I would also like to do something similar to what Steven's website (Project HeartAttack) does with the songs, which is that it locally has the song data available which would be helpful. I would also like to add some form of cache for user data and avatars to increase performance of the site, as the current source of slowness is having to constantly call the Steam API which is incredibly slow.

last month I showed you a more conservative set of changes but I decided to go the extra mile and do a proper revamp to bring it more in line with the game's styling and make it more modern.

Among the new features are improvements to the responsiveness of the site on mobile devices, as well as a per-user progression history page, full with a graph (the graph is free of JavaScript btw!).

This obviously comes with massive improvements to the underlying technology powering the site, such as better database access locking and more.



There are a few things I haven't been able to implement properly yet, such as allowing the site to access the actual files of charts on the Steam Workshop, such as for using background images or some other statistics. My plan was to use the same mechanism dedicated servers in other games use, however it appears there's some kind of issue with permissions that affects Project Heartbeat only, I contacted Valve about this but they haven't been very helpful yet, hopefully this will be resolved.

As you can probably tell, the site is heavily inspired by Osu's website, if it ain't broken don't fix it.

The last thing that I want to do (which the server already has data for, I just haven't gotten around to making the actual page yet) is the ability to have a page dedicated to each score entry to see a graphed breakdown of information.

Once the replay system is working there will also be a button on the webpage that launches the game to show a replay, fancy.



Another thing I want to do to the site (and to implement in-game in the future) is badges/medals for certain achievements done to help the Project Heartbeat community, my plan is to have a general-purpose thank-you badge for people who have done great things (such as Steven and his PHA website) and a few more specific ones for things such as people who've charted officials or for having participated in the community-ran events. Of course there will be a special badge for patrons.

Project Swansong updates




The last few months have been spent on refining the parkour system for swansong. The game now uses pre-baked polygons for sideways ledge movement. This has been a majorly painful thing to do and the current solution still isn't perfect, but it will do for now, it will make it (hopefully) more reliable. I would like for the parkour demo to be ready before the end of the year, but with my health in decline i have no idea if I'll have the demo ready in time.

On other notes, I've integrated the Jolt character controller, which means the player can now go up and down steps, coupled with the IK system and the feet aren't staying in the air! This can be improved further (I have read some papers about how Assassin's Creed syndicate does it), but it looks better than most games for now.

I still haven't decided other aspects of the game, as I'm focusing on the parkour first (since it's the highlight of the game) but I have been thinking about how the gameplay loop will work and whether or not it will be semi-open world like AC1. After the parkour system is released to testing I will be focusing on combat.

This month I've spent a lot of time working on improvements to the reliability of parkour system, such as introducing an additional ring around grabbable ledges so that the character keeps a reasonable distance to it that is also consistent.

I also ended up completely rewriting the parkour logic to make more heavy use of shape casts and other trickery to make sure movements are possible, while this is a bit more labor intensive than the previous raycast only solution it seems worth it, as it has already shown a lot of promise in terms of reliability.

We are inching closer and closer to a playable prototype, hopefully by next month after I finish the wall grab point system.



Personal update




Life continues to look grim and I slip in and out of depressive and sometimes manic episodes, so I'm not putting in as many hours into working as I originally hoped. Sales also haven't been good at all, even with the boost of publicity from the winter sale. I tried to apply to a bunch of gamedev jobs without any luck at all. Hopefully things will get better over Christmas.

Goodbye friends, see you soon!