GP4 — Unnamed
// overview
Rhythm-combat system with designer tooling. Players parry directional attacks in time with the music's BPM.
// what I built
- ›Designers place 4 keypoints on each attack animation — Start, Windup, Attack, Follow-through. The system normalizes all timing between keypoints to fit the BPM of the current track, keeping combat locked to the beat regardless of animation length.
- ›Sequencer-based attack event authoring tool for designers. The system picks animations and directions randomly at runtime to prevent players from memorizing patterns.
- ›Directional audio without middleware: stereo panning for left and right attacks, tonal pitch shift for up and down attacks.
Project name not yet public.
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