Team Report for 3/8

During the week leading up to spring break, our team worked on both the documentation and development of Rhythm Genesis. We completed the design review report collaboratively; On the development side, we transitioned from Unity to our own custom C++ engine with SFML, optimizing performance for low-power systems. Yuhe implemented sprite rendering, UI elements, and settings management, ensuring smooth interaction and persistent data storage. Lucas worked on refining the core game loop, adding a scoring system, and transitioning from randomly generated notes to a JSON-based beat map system. Michelle worked on creating an algorithm for determining the number of notes to be generated based on the onset strength of the beat.

Next steps include expanding gameplay mechanics, integrating Python’s librosa for beat map generation, and improving UI design. The team will also focus on fully integrating Lucas’ contributions into the new engine to ensure a seamless transition.

Part A: Global Factors (Michelle)

Since our rhythm game does not analyze the lyrics of any songs and just analyzes beats, onset strengths, and pitches, any song in any language will work with our game. The only translations needed to globalize our game will be that of the text in the menu. Additionally, we plan to publish the game for free on Steam, which is available in 237 countries, so our game will be widely available internationally.

Part B: Cultural Factors (Lucas)

While our game is, at the end of the day, just a game, it will address a couple cultural factors – namely tradition (specifically music) and language. Our game will allow users to play a game that caters to their specific heritage as it allows them to use the music that they like. Instead of typical rhythm games that cover a small subset of music and therefore likely only represent a limited number of cultural backgrounds, our game will allow users to upload whatever music they’d like, which means that users from any background can enjoy the music that they feel represents them while playing the game.

Part C: Environmental Factors (Yuhe)
Good news—our game doesn’t spew carbon emissions or chop down trees! Rhythm Genesis is just code, happily living on user’s device, consuming only as much electricity as their computer allows. Unlike some bloated game engines that demand high-end GPUs and turn one’s laptop into a space heater, our lightweight C++ engine keeps things simple and efficient. Plus, since a player can play with their keyboard instead of buying plastic peripherals, we’re technically saving the planet… So, while our game can’t plant trees, it is at least not making things worse. Play guilt-free—unless you miss all the notes, then that’s on you 🙂

Team Status Report for 2/22

As of right now, we still have:

  • Michelle working on signal processing/turning audio files into json files containing each note and some basic info on the note
  • Yuhe Working on the menus and UI of the game, as well as the in game beat map editor
  • Lucas working on the core game loop

Similar to last week, our main challenge remains a consistent version control method – for now, we plan to continue progressing in each of our individual areas on our own and eventually integrating all of our code at a later time, while making sure to do some version control on our own sections. Thus, one of the bigger challenges further down the line could be ensuring that our game feels like a seamless and connected experience, which is something we’ll definitely have to dedicate some time to.

Team Status Report for 2/15

This week, we began implementing the Rhythm Genesis game in Unity, including the User Interface and the core game loop, and also continued work on tempo and beat tracking analysis, calculating the current beat alignment error.

  1. Yuhe worked on the User Interface Layer of the game, implementing the main menu and song selection.
  2. Lucas focused on making the core game loop, implementing the logic for the falling tiles.
  3. Michelle worked on verification methods for beat alignment error in audio analysis.

Some challenges that we are currently facing are figuring the best method of version control. We initially tried using GitHub, but this did not work out since Unity projects are so large. We are now using Unity’s built-in Plastic SCM, which is not super easy to use. Another challenge is that we are discovering that faster tempos are experiencing beat alignment error outside of our acceptance criteria. We will need to spend some more time finetuning how we detect beat timestamps especially for fast songs. As of now there are no schedule changes as the team is on track with our milestones.

A.  Written by Yuhe Ma

Although video games may not directly affect public health or safety, Rhythm Genesis may benefit its users mental well-being and cognitive health. Rhythm games are known to help improve hand-eye coordination, reaction time, and focus. Our game offers an engaging, music-driven experience that enhances people’s dexterity and rhythm skills, which can be useful for both entertainment and rehabilitation. Music itself is known to reduce stress and boost mood, and by letting users upload their own songs, Rhythm Genesis creates a personalized, immersive experience that promotes relaxation and enjoyment. From a welfare standpoint, Rhythm Genesis makes rhythm gaming more accessible by offering a free customizable alternative to mainstream games that lock users into pre-set tracks or costly DLCs. This lowers the barrier to entry, allowing more people to enjoy rhythm-based gameplay. By supporting user-generated content, our game encourages creativity and community interaction, helping players develop musical skills and express themselves. In this way, Rhythm Genesis is not only a game but also a tool for cognitive engagement, stress relief, and self-expression.

B. Written by Lucas Storm

While at the end of the day Rhythm Genesis is just a video game, there are certainly things to consider pertaining to social factors. Video games provide people across cultural and social backgrounds a place to connect – whether that be via the game itself or just finding common ground thanks to sharing an interest – which in my opinion is a very valuable thing. Rhythm Genesis, though not a game that will likely incorporate online multiplayer, will still allow those who are passionate about music and rhythm games to connect with each other through their common interest and connect with their favorite songs and artists through the gameplay.

C. Written by Michelle Bryson

As a stretch goal, our team plans to publish Rhythm Genesis on Steam where users will be able to download and play the game for free. Steam is a widely used game distribution service, so the game will be accessible to a wide range of users globally. Additionally, the game will be designed so that it can be played with only a laptop keyboard. We may consider adding functionality for game controllers, but we will still maintain the full experience with only a keyboard, allowing the game to be as accessible and affordable as possible.

Team Status Report for 2/8

This week, our team focused on getting things set up for development, refining the game’s high-level architecture design, and making sure we’re all comfortable with the tools we’ll be using. We also had our recurring Zoom meeting on 2/7 to discuss our next steps, including implementing core game loop and basic UI in Unity, experimenting with note spawning, and most importantly preparing for our design review slides and presentation!

  1. Yuhe worked on the game architecture, making sure Unity’s UI, game logic, and beat map system all fit together. She also explored Unity’s JSON handling and file I/O to ensure smooth beat map storage and retrieval.
  2. Lucas focused on getting familiar with C# and Unity by working through tutorials and coding simple programs to test key game mechanics. He also researched how to best represent the game’s core data structures.
  3. Michelle explored Python’s librosa library for beat detection, successfully analyzing tempo and beats for simple, fixed-tempo songs. She also started looking into Onset Strength as a way to measure intensity, which could influence gameplay elements like note density or animations.

One challenge we identified is handling tempo variations in more complex songs, which will require deeper understanding of audio analysis techniques. For the first month, we’ll focus on detecting beats in simple, steady-tempo music. Our next steps include starting game implementation in Unity, testing note spawning based on beat maps, and refining our design choices for the upcoming presentation. Solid progress so far, and we’re looking forward to seeing our first playable version take shape next week!