Progress Checkup! (Jan. 2025) | Scratchin' Melodii Devlog
Hey guys! Time for another progress checkup; This is actually the first one of the new year! I hope you were all able to enjoy the holidays. I took a bit of a break from working on most stuff last month and have been getting back on things this month. Some big things have happened since the last devlog, so this time I'll start with a quick recap and segue into the newer info. First, I wanna thank everyone who's wishlisted Scratchin' Melodii on Steam! If you hadn't heard already, back in late November, the Steam page for Scratchin' Melodii went up! Since then, the game's gotten over 17,000 wishlists! Thanks so much for the support!
(NOTE: The page says "Coming soon", but that's mostly a Steam thing. So don't expect it to come out this year! There's still plenty of work to do.)
Along with it, a gameplay preview of a new rival battle was shown! This one's called Dragon Funk, and it's against Pitaya, a dragon fruit girl who loves martial arts! She's voiced by BethyVA, who's been doing a wonderful job!
In this preview, you can see the new rhythm system and character icons I mentioned in the previous devlog! Actually, let's unpack some of the new things you're seeing in action here:
- Hold Notes
This is the first song in the game to include hold-notes! They mostly work the same as they would in any other rhythm game. However, since this game has an emphasis on self expression, moving the control stick during these will let you tune the note's pitch-bend for extra expression points! I showed that off in a post here. As for Pow Notes, I've been working on a way to let the player get expression points from these too! I'd like for most of the special notes like these to be not just a gimmick, but a tool that the player can use to their advantage. - Quadruple Lines
Yep! The first blue line in this one is extra long and has 4 rows! Fun fact actually, I had to implement this feature after I realized that part of the song was too long to fit in just two rows. It was pretty difficult to figure out both how to do it and how to execute it in a way that doesn't feel too jarring, but I'm pretty satisfied with the results! In fact, barely anyone's even noticed it; I guess that's just how natural it feels! Not sure how much more often I'll be having lines longer than two rows, but it's great that I have the option now. - AutoPlay
You might also notice that the player inputs are perfectly timed... TOO perfect... that's because I've developed an autoplay feature for the game! At the moment, it's mostly for debugging and stuff, but if all goes according to plan, AutoPlay Mode and Replays should hopefully be available to players as well in some form when the game comes out! - "Next" Indicator & Other UI Related QoL
Some of the top things players said they had trouble with in the demo were related to being prepared for the next line. So, if you look at the right-end of the rhythm bars, you'll see a little tab that shows the color and amount of rows the next line will have! Also, now each line's suggested notes can be seen before the rival performs them. This did take some thought, as I actually kinda still liked the idea of it appearing as if the characters were making it up on the spot, but to put game design first, it makes more sense to have it displayed as soon as possible so the player has more time to react and prepare. This also opens up more possibilities for future mechanics, so in the long run, I think I've made the best choice here.
Now, let's get into what I've been and/or will be working on that you haven't seen yet!
- Act 2's Boss
The music for the Act 2 Boss is nearly complete! I'll likely be starting to animate it pretty soon. This song is the longest one I've done so far, clocking at a duration of a little over 3 minutes long! - More Animation Updates for Stir & Mix
At this point, I've done even more cleanups on the sequence you saw in the last devlog and I've finished animating the "I wanna" part of the song, which will probably have the most changes out of any other scene in the song. When I first animated Stir & Mix, I didn't quite have the time or skills to do everything I really wanted to do with it. That scene in particular I felt was WAY too stiff and boring, especially compared to the more dynamic and fluid scenes that appear in some of the other the stages now. I'd say I'm about halfway done retouching all the animations for this one! - Refined Model Sheets
I don't talk about these very often, but sometime around 2023 I started using model/reference sheets for the characters. (I might show them off someday, but for now they're staying private!) Before this point, the designs are pretty inconsistent from shot to shot, so this helped a lot with that. Recently, I've done some revisions I'm really pleased with. Their designs are finally becoming... well, final! I'll be reworking the affected characters' hub world sprites at some point to reflect these changes. - Slight Reworks for some Act 1 Songs
On the sound side, Stir & Mix's vocals have been reworked again! As I've mentioned in the previous devlog, 2cada's tuning style and techniques have evolved a bit since we first started working together, so we thought it'd be fun to go back and incorporate some of that into it. We'll also probably be reworking the structure of Nami's song a little bit at some point just to make it a feel a bit more solid, which may require a new line or two from her voice actor, Meggie-Elise! So funnily enough, it seems some of the songs will have end up having TWO unused beta versions after this.
Also, a quick PSA: Please note that beta versions of content will NOT be included in the full game. I've heard people ask for them to be "brought back" or toggleable, but in my situation something like that is both easier said than done and I also just... don't want to LOL. With as many directions I can take this game, I know I can't satisfy everyone, but I can make a game that satisfies me, so I'm aiming for that! And hey, maybe other people will like it too.
I think that's all I wanna talk about for now! Thanks so much for reading. It can be a bit of a daunting task to write these at times, but I'm glad to keep you up to date on the project when I can.
-LJ
Get Scratchin' Melodii [DEMO]
Scratchin' Melodii [DEMO]
A radical rhythm game about self expression.
Status | In development |
Author | LJ LephemStar |
Genre | Rhythm |
Tags | Cute, Hand-drawn, Low-poly, Unity |
More posts
- Progress Checkup! (Nov. 2024) | Scratchin' Melodii Devlog72 days ago
- Progress Checkup! (Aug. 2024) | Scratchin' Melodii DevlogAug 09, 2024
- Progress Checkup! (Apr. 2024)Apr 04, 2024
- Demo V1.033 Patch NotesJan 19, 2024
- Demo V1.032c Patch NotesJan 04, 2024
- Scratchin' Melodii - Expression 101 (How to Freestyle)Dec 21, 2023
- Demo V1.031 Patch Notes [Volume Settings Hotfix]Dec 20, 2023
- Demo V1.03 Patch NotesDec 19, 2023
- Various bugfixes [Demo Patch Version 1.02]Dec 14, 2023
Comments
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take ur time bro
just add dragon funk to the game like a update to scratchin melodii
Okay
very Awesome
WE ARE SO BACK!!!!!! hi lj