BEAMS Devlog #1
It’s been about a month since I started work on BEAMS, and boy howdy has it been bananas. Most of the actual development had been pretty straightforward, but moving cities and discovering my Oculus had been stolen (and that my borrowed VIVE was missing its link box!) has kept me on my toes.
I’ve decided to write devlogs primarily for myself as a means of keeping track of what I’ve done when, and what progress on this project looks like in the dull rosy glow of a post-project coma.
So Far:
- Import .wav files
- Process samples
- Estimate tempo (requires file to be same tempo all the way through)
- Identify local peaks
- Generate level strings (automated)
- Create level prefabs (this is done by hand)
- Load in level prefabs
- Laser Art
- On-the-fly laser generation for levels with random locations/rotations
Coming Week:
- Outline “flows” and laser pairs that may yield interesting level dynamics
- Addition of more music
- UI mockups
- Fix hardware issue (stolen Oculus/VIVE missing parts)