00:00Hey everybody, this is Ryan at Harmonix
00:03just giving you a quick update on how things are going here on the dev team for Amplitude
00:08just a really quick thing, a few weeks ago we were at PAX
00:11and saw a couple of you guys out there, it was really great
00:15we had a little bit of a backer party for those that paid for the PAX package
00:22and we gave them a lot of cool updates, let them play the game for the first time
00:27it was really fun, we got some great data out of that even, which was really helpful for us
00:32and I thought I would take a minute to show you the game
00:34so it has progressed a little bit since we showed it off at PAX
00:38we'll touch on a little bit of the music, talk about some of the camera work that we've been doing
00:43and talk about difficulty tuning
00:45so I'll just jump into the game right now
00:48so I'll just launch our Amplitude
00:53and then we'll screen it
00:56so all this stuff that you're seeing here is clearly temp, right?
01:01so what you're going to see in the game in general, everything is temp
01:04we're doing what we call greyboxing, which I've talked about in the past
01:08nothing is up to full polish
01:11you can hear some of the metagame music is playing
01:15and then I'm going to cheat just to get
01:19all the songs unlocked
01:20we're still using the old acrobatic voiceover from the original game
01:24but we're going to be swapping that out for something more on theme
01:27so this is all temporary
01:28we have Colby on the team now, which is amazing
01:30he's going to be doing our shell work for us
01:34you can see his work most recently in the Dance Central Spotlight
01:39I'll try insane and see if I can talk while I'm doing insane
01:43the cool thing here, before I jump in, is that we just as of yesterday tuned the timing and the
01:49speed and the camera
01:50to be exactly or close to exactly like the original game
01:54it was playing a little bit slower and a little bit narrower field of view for a while
01:59but now it's up to speed and it actually feels pretty intense
02:07so I'm playing on the PC
02:11we're not running on the actual hardware yet
02:14but we will be soon
02:16this song is Decode Me
02:18which was made by our in-house musicians
02:22specifically Pete McGuire
02:24who you've seen on some of our past backer updates
02:38so we have some temporary voice tracks in here
02:42that will be recorded over the coming months
02:55so you can see there's some crazy track work that we're doing
02:57we're experimenting with more aggressive twists
03:02and more aggressive ups and downs
03:08something else that we're doing that we never did in the original
03:12was I'm playing with using both concave and convex tracks
03:18that shift as you play
03:21so you know if you remember in the original amplitude
03:23when you were in solo player you were playing in a
03:26a convex
03:31on a convex track
03:32which was sort of like a little hill
03:34and then when you went to multiplayer it was concave
03:36but what we're doing here is we're allowing the artists to shift it
03:40over the course of the song to create more of a interesting ride while you're playing the song
03:47we've got power-ups functioning
03:49some of them
03:50slowdown is the power-up that I have currently
03:52but that one's not functional
03:54so these green guys are a temp art for auto-catcher
03:57so you can see I just
03:58I just got an auto-catcher up here
04:01I can launch it over here
04:04and you know the graphics are all temp
04:07but you can see that it works
04:14so just as a
04:16just as a comparison
04:18I'll go to
04:20one of the songer
04:21one of the songer
04:22one of the slower tracks
04:25I'm going to turn the volume down
04:28because
04:29we want that to be a nice little secret
04:32but I'm going to show you
04:33you can notice how slow the tracks are moving here
04:37and while the music would still be playing in real time
04:42the tracks going
04:44you know it's all about
04:45it's all the scale
04:46like crazy scaling tricks that we do
04:48and things that we do with the camera like the field of view
04:50but all those things added together can make the game feel more frantic or less frantic
04:55while still having the music be exactly the same
04:58so you can see this feels very calm and kind of
05:01and pretty tame
05:02especially by amplitude standards
05:04but
05:06but the music is actually still the same
05:08as all the beats and gems are exactly the same
05:11but when you increase the
05:14all the camera tweaks
05:15I'll quit and I'll jump back into
05:18Decode Me by Pete
05:20you can see that it actually has an entirely different feel
05:23now these songs were at different bpm
05:25so it's not like apples to apples
05:28but
05:30you can see that the perspective is more intense
05:33and things are rushing at me
05:35quicker than they were in the last one
05:36now if you combine that with a 200 bpm song
05:39it would be pretty wacko
05:44got the auto-capture
05:46launch the auto-capture
05:47ignore the crazy
05:48the crazy gray circle back there
05:50that's just
05:51um
05:53whoa
05:53it just totally went away
05:54you saw it here first, feeble
05:57anyway
05:58that's just like a side effect of the crazy scaling stuff that we're doing
06:02wow
06:02it's amazing
06:03that's like a
06:04that's a game in and of itself
06:06okay
06:06well
06:07so that's pretty much everything I wanted to show you guys today
06:09um
06:11things are going really well
06:12we've got
06:13many songs in the game
06:14we have all the difficulties
06:16uh
06:17set up and
06:17and playable
06:18and we're experimenting with
06:20like even more difficult settings
06:22uh
06:22just to
06:23be a little bit more punishing
06:25for those that like that kind of thing
06:26uh
06:27so anyway
06:28that's it
06:28and uh
06:29you know if you guys have any comments
06:31just throw them up on the
06:32on the thread here
06:33and otherwise we'll see you soon
06:34thanks