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City of Beats News

Development Update - June 2022

Hi again! This month’s issue will be a short one, but I wanted to keep the monthly update rhythm going, so here we go:

After finishing the Sunken District’s epic boss fight, we directly jumped into the development of Chapter 3 (which we’ll preview at a later date). Not gonna lie, in terms of gameplay, this proved to be the most difficult one so far to develop.

This being the third chapter, it’s gotten more difficult to find new ideas for enemy types that are unique, work with the music, and are easy to understand/read. We prototyped tons of different enemies, only to later scratch them because they weren’t any fun or too similar to those that came before. Luckily, the ones we’ve stuck with are great, and some of them are among my favorites of the whole game.

It’s pretty cool that - now that we’re done with chapter 3 - the game can be played from the start right up to the final boss encounter (which will be so huge it’ll take place in its own biome/mini-chapter)! But before we’re getting to that, there’s a new weapon as well as some meta-game features to implement. :)



[h3]Banjo-Kazooie and the end of MIDI based soundtracks[/h3]
Our composer Nick has started to write a series of blog posts about games that use rhythm and music in interesting ways. I wanted to highlight his latest post about Banjo-Kazooie and how it tailored the music to its current game state & environment: https://www.nicholassinger.com/blog/banjo-kazooie-and-the-era-of-n64-midi

We’re using this technique (often called “vertical layering” nowadays) in our hub area: the hub’s music track changes based on where you are, and different layers fade in & out. For example, when you get closer to an NPC, their “theme” is added to the overall background music, or if you’re walking up to your hovercar, the drums will kick in.



If there’s something specific you’d like us to write about in these updates, you want to give demo/playtest feedback or if you just want to hang out and talk games & music, join our small community on Discord!

See ya next month & have a great day,
Kai

Development Update - May 2022

Hello there, it’s Kai from Torched Hill. It’s been a while since our last update and a lot has happened in the meantime - so let’s do a quick recap!

[h2]One Year on Steam[/h2]

In April last year we put up our store page on Steam to start collecting wishlists and doing playtests to get feedback on the game’s alpha. We’ve now crossed 10.000 wishlists, which is a big milestone for us 🥳 The feedback we got through playtests and the public demo from you folks was incredibly helpful and encouraging.

Towards the end of the year, not only did we get game development funding from our state, but also signed with the awesome indie publisher Freedom Games - ensuring that we’ll be able to release the game in 2023 with the scope that we’ve intended right from the start.

[h2]The Sunken District[/h2]

Based on your feedback we got from the chapter 1 playtests, we refined the core gameplay until we got to a point where we had a solid base to build upon. Once that was done, work on chapter 2 started.



Chapter 2 takes place in the Sunken District of the city, where the ocean waves nearly reach the rooftops you’re fighting on. It introduces acid-themed enemies and the “acid” condition that you’ll really want to avoid. Of course there’ll also be some really cool boss encounters that sync up super well with Nick’s music, of which he has composed an insane amount for this chapter (I think it’s like an hour or so, without counting the dynamic parts).



Check out this preview track for the Sunken District: https://soundcloud.com/nicholassingercomposer/city-of-beats-chapter-2

And in case you’re wondering how extreme the rainstorms can get in this part of the city: Yes.

[h2]What's next?[/h2]

Chapter 2 is mostly finished, so our internal builds can now be played from the start of Chapter 1 all the way to the Sunken District’s chapter boss, which (imo) is the most epic encounter so far. What’s still missing is lots of visual polish like environment assets, VFX, that kind of stuff.

In April, we’ve already started working on Chapter 3, which will be revealed at a future date. Same goes for weapon 3 - so stay tuned for upcoming development updates! I’m planning to do these posts every month or two, and be more transparent in terms of what the current development state is.

[h2]Newsletter[/h2]

By the way, if you want to stay up to date on City of Beats' development and want to get future development updates sent directly to your inbox, we have this cool newsletter you can subscribe to: news.torchedhill.com


Have a great day,
Kai



London Games Festival & Small Chapter 2 Sneak-Peek

Hey all,

We're excited that City of Beats is part of the official selection for the London Games Festival in the "Games Are Good For You" category! London Games Festival will be starting on April 1st and ending April 10th.

For this festival, we'll update the demo on Steam and also show some gameplay for the game's second chapter.

Here is a short sneak-peek:
[previewyoutube][/previewyoutube]

Have a great day!
Kai

Games Germany Steam Event

Hey all!

The "Games Germany" Steam event has just started and we're part of it!

If you want to try out our game, there's a demo available on the store page - feel free to join our Discord or post in the forums and let us know what you think :)



Also, don't forget to check out all the other cool games that are part of the Games Germany event!

Cheers,
Kai

Third Public Playtest is Live!

Hey everyone!

We’ve been working hard on all the feedback you provided us after the last playtest and we’re now ready to have you all test again. From now until next Monday (Dec 13th) you’ll be able to download the latest update and get grooving!

If you’re new to City of Beats (welcome, we appreciate you), just click the big green “Request Access” button on our store page. If you were a part of our previous playtests (back again? 🥺 thank you so much), you should see an update to the playtest build and go from there. Don’t forget to wishlist and follow the game if you want to stay up to date!

After playing, we’d love to hear your thoughts, you can fill out this form here, or in our awesome Discord server.

🎵🎵🎵 ENJOY 🎵🎵🎵

[h2]Update Notes [/h2]

[h3]What’s new?![/h3]
Lightning Bow
The main feature of this update is our second weapon: The Lightning Bow. Its attack fires bolts of lightning that can bounce to up to 3 additional enemies, generating sweet melodies while doing so. The bow's power attack shoots a huge, slow-moving energy ball that electrifies nearby enemies and adds a bass-y synth layer to the music.
Like the repeater, the bow has its own set of 6 modificators - among them for example the Black Hole, which absorbs enemy projectiles along its path.

The Beacon
The Beacon is our new hub area where you spend your time between expeditions. It has a bench to chill and watch the city skyline, as well as several NPCs to talk to - they'll be able to upgrade your character or hovercar, provide you with new weapons, and more.

EMP Stun Gadget
Gadgets are a powerful new type of skill that can be used only a limited amount of times per expedition. The "EMP Stun" disables all enemies (except bosses) for several beats, while also removing their shield barriers. You can buy new charges at the shop - in the future, there will be additional ways to get more gadget charges.

[h3]What's improved?![/h3]
  • Supercharge progress now stays between encounters! This helps especially in early encounters, where you often only got to 80-90% and then the combat was already over.
  • Instead of "?" nodes on the map, each event now has their own icon, so you can better plan your route.
  • Also on the map, all combat buildings now glow red, while non-combat buildings glow blue. Elite encounter icons have a spiky border.
  • Halfed the sniper enemy's HP. Now, you can usually destroy them during a single "barrier down" phase.
  • Lots of new SFX have been added, e.g. for the reward node & hovercar.
  • As usual, tons of smaller tweaks & bugfixes.