Ida Rask

Game Programmer

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Ida Rask

Game Programmer

Uso!

Team:

Me | Programmer, 2D Artist

Otto Asikainen | Sound Designer, Programmer

Project Description

!Uso was made as a part of our games' ecosystem course. We had seven weeks to make a game from scratch in small groups. We also did some other tasks related to game business such as come up with our own "company" and brand it, and prepare to "launch" the game. Otto wanted to make a rhythm game and I didn't even have a say to that so we then did a rhythm game with Unity. We thought of different rhythm games and there's this game called osu! so Otto just twisted it around and told me uso means a lie in japanese so he thought !Uso would be perfect because our game is nothing like osu!

!Uso can be found in itch.io as a downloadable.

My part

Our main idea was that we split the programming tasks for both of us and Otto does the sounds and I do the graphics but Otto was so immersed in making the sounds that I ended up doing some of his programming things too to make some progress. On the other hand I was so immersed in the programming side that I found myself thinking solutions in my sleep. Our main concern was how to actually spawn the notes into the game. It seemed a lot of work to place every note on the level by hand and then test if it's even going by the rhythm of the song. I thought about it day in, day out and suddenly in the middle of the night I woke up and had a somewhat working solution. We did an array and filled it with notes randomly and made spawners for each note type and then instantiated notes from the spawners according to the notes in the array. I have no idea how rhythm games are usually done but this seemed like the easiest way for me.

Programming

  • Rhythm games usually have some kind of indication of how much time is left so I made a timer. Otto, however, tought a progress bar would be a better option. I spared the timer and combined it with the progress bar so the bar indicates how much time is left but you can still see the actual time.
  • Like in a proper rhythm game, !Uso also has multipliers. Game manager makes sure the correct multiplier icon is shown and that the points from hits are multiplied with correct multiplier.
  • Even though having sound settings and being able to mute a rhythm game seems a bit odd, I did make sound settings for this game also. Sound settings are made with PlayerPrefs so the settings stay the same throughout the game.
  • Spawner script makes sure the correct note is spawned from the spawner.

  • Graphics

  • We started by branding our "company" so I did some designs for our logo. Because Otto wanted to do music and I wanted to code, our company was called Sounds and Brackets so I thought of combining headphones with brackets. Otto liked the one with brackets as the cups the most so that's what we decided to use.
  • I wasn't sure about the color palette for our logo so I made a few options. Eventually we picked the one with pink headphones.
  • I browsed a lot of games to try to figure out what kind of UI style I want to go with and somehow these kind of neon light-ish buttons seemed appealing to me.
  • I wanted to try making fonts also, so the fonts in our game are made by me. I gave Otto a few options and he chose the one he liked the most.
  • I wanted the sliders to have some edge do I didn't make them completely symmetrical. I used the same slider graphics in the score counter and timer, but make them bigger.
  • I wanted the level background to be kind of mysterious but also have some brightness. I did draw a road but I didn't have enough time to make the notes appear to be coming down the road.