Github Link
This project has been made as part of my undergraduate degree and asks the question:
What degree of effect does implementing an additive rhythm mechanic into a third-person arena shooter video game have on gameplay that is developed using Unity to gauge the viability of such a product?
I am asking this question for three reasons:
- There is not much in the way of academic research pertaining to rhythm mechanics but rather the inclusion of sound in video games for emotional setup.
- There are no games commercially available that follow the premise of this game. Harmonix attempted this with Chroma back in 2014 but never released fully. I hope to make a change to that.
- Should this project come back with favourable results, I will continue working on this with intentions of releasing the project commercially.
This project has been completed using Unity 5.1 for ease of implementation and incorporated the use of the following elements:
- C# Scripting
- Basic AI with Pathfinding and Shooting abilities
- NavMeshAgent movement controls
- RayCast shooting
- UI elements
- Colliders
- Audio Sources
- 3DS Max Produced Arena En
The implementation of rhythm mechanics incorporated a mechanic akin to a fusion of Guitar Hero and Crypt of the Necrodancer whilst taking influences from Quake, Unreal Tournament, Halo and many other arena games for everything else.
Choices in design, as well as development of the project will be documented publicly on the “Blog” section of this website and will be updated regularly to reflect this.
Below are some of the screenshots, photos and design notes that highlight key aspects of the game’s design and development over the course of this project:

The “game” incorporates music produced by MDK (with permission) in creating the testing conditions.
Links to MDK:
MDK’s Discography (Free to Download)
Crypt of the Necrodancer Links:
Guitar Hero Links: