Rhythm Quest Devlog 56 — Gameplay Modifiers and More

<p>Despite what it might seem like, I&rsquo;ve actually been working on quite a lot of different things for Rhythm Quest recently! Let&rsquo;s get right into it&hellip;</p> <h1>Game/Music Speed Mod</h1> <p>You can now&nbsp;<strong>change the speed of the music</strong>&nbsp;to make the game more or less difficult:</p> <p><iframe frameborder="0" height="480" scrolling="no" src="https://cdn.embedly.com/widgets/media.html?src=https%3A%2F%2Fwww.youtube.com%2Fembed%2FV_Ymeh8yBck%3Ffeature%3Doembed&amp;display_name=YouTube&amp;url=https%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DV_Ymeh8yBck&amp;key=a19fcc184b9711e1b4764040d3dc5c07&amp;type=text%2Fhtml&amp;schema=youtube" title="56-speed" width="854"></iframe></p> <p>Some of you might be wondering why this took so long to come to the game, considering how this has actually been a debug-only feature for a while. Changing the speed/pitch of the music isn&rsquo;t actually very hard, the problem is getting all of the music synchronization (and respawn, and pause) logic to work properly in tandem with it.</p> <p>I&rsquo;m happy to report that this has been implemented properly now! It&rsquo;s definitely not as simple as it might seem&hellip;every time you change the setting in the pause menu, what I&rsquo;d =like= to do is to&nbsp;<strong>immediately</strong>&nbsp;increase the speed of the currently-playing pause music loop, then adjust the audio timing variables accordingly. But there&rsquo;s no way to do that in a way that respect the audio synchronization perfectly, since the audio timings are all running separately.</p> <p><a href="https://ddrkirbyisq.medium.com/rhythm-quest-devlog-56-gameplay-modifiers-and-more-253f17b04917"><strong>Visit Now</strong></a></p>