v0.3 is live!
Hello!
It’s been a bit since the last demo, around six months I think, but the latest version, i.e. v0.3 is worth the wait, cause now, finally, Project Gilgamesh is a rhythm game!
What do I mean by this?
Well now, there’s actual rhythm based game mechanics that reward you playing the game in time to the beat, and not just the vague idea of a rhythm based game in the concept.
Spent most of the last 3 months working on a gameplay mechanic where for every action you do on the beat, you are rewarded energy to use special moves, as well as flow points and a chain counter!
Imagine something between Devil May Cry and Hifi Rush, where you have a grade for creating and maintaining/increasing a chain of attacks. This opens up a TON of new potential game mechanics that tie into the beat and lean into the rhythm based side of things.
I have plans for these mechanics in the future, some of which include:
- A whole set of special moves with different animations that move differently (like a slam back to the ground, frontflips, sideflips etc.) which would grant you more
- Beat based inputs that require different input patterns like a double tap on the beat, skipped beats/inputs etc.
But the number 1 priority for the next milestone is gonna be more advanced obstacles, and weirder/cooler paths. I’m tired of the same path that goes mostly straight and up/down, and want to mix it up in all sorts of crazy ways. Loops, spirals and all kinds of wild shapes like that should be possible in theory.
Files
Get Project Gilgamesh
Project Gilgamesh
Defeat God With Parkour
Status | In development |
Author | sai.narayan |
Genre | Rhythm, Platformer |
Tags | 3D, 3D Platformer, artificial-intelligence, Cyberpunk, Futuristic, Parkour, Sci-fi, Third Person, Unreal Engine |
Languages | English |
More posts
- Join the Gilgamesh Discord Server! It's cozy and filled with cat pictures!16 days ago
- Devlog 0: 7 Years of Searching for Gilgamesh74 days ago
- Work on the level design tools continues, using Houdini to help create much more...Apr 18, 2024
- Working on new path building/level design techMar 29, 2024
- Fixed bugs with the v0.2 demoAug 31, 2023
- v0.2 is live!Aug 11, 2023
- Where's v0.2?! | Progress UpdateAug 02, 2023
- First demo, v0.1, is now live!Apr 11, 2023
Leave a comment
Log in with itch.io to leave a comment.