Inspiration
Film noir and the love of future city skylines. I had been previously building in this iconic B&W style with other projects from crumbling temples to cosy 17th century London streets.
What it does
This is a fast paced rail style city shooter where the aim is to clear the level with high presision and accuracy to build a high score for the leader boards.
How we built it
Having been accepted into the program the day before the competition announcement, we were very excited to dive into the world of blender and custom 3D mesh design, but with the deadline being very challenging I decided to keep to my strengths and build primitive.
Challenges we ran into
Visual bug that only effects Mobile and PC versions, Inverted shapes have a collider issue where collider overlaps the design geometry causing objects to appear black instead of having a cell shaded black outline. No fix was found for this issue in time for the deadline, hopefully this is fixed soon.
Rail system, we iterated through multiple versions of the player set routine rail system which transports the player around the map in sync with the music, we developed a pseudo spline rail system which consisted of objects placed and programmed strategically. Creating the target system was very challenging.
Accomplishments that we're proud of
Creating a smooth rail system which transports the player doing acrobatic manoeuvres. Creating a target system that has specialised target spawns depending on the platform (one version for mobile/one version for VR) with separate scores, multipliers, streaks calculation and leaderboards
What we learned
Typescript MH Desktop editor To become organised but versatile in our approach to building
What's next for Hover Harmony
Adding in more songs with easy, medium and hard settings. Adding Rank names/colours for players based on their highest score. Adding memes and music for each runs final score count. Adding more 'Mayor' text which will feed into the players rank to then make skill based comments about them when the do actions (join, leave, start the game).
We are currently working on a V2 in which the environments landscape is generated ahead of the player with multiple grid paths, which will work to become an endless shooter style game where player can play for as long as they want on the same run while seeing a constantly changing environment.
Fixing the audio fail where 'testing' is heard through song.


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