Heyo everyone, I'm happy to say that Nammi's mechanic is all completed. The only thing that may be left is a bit of balancing, and some small visual changes. Last week I gave a rundown on what each phase will do, and in this post I will be giving a visual representation of said phases.
First of all. Above is "Bass/Mid". It is the phase you will start in (as it is the most straight forward). Visually, in this phase Nammi will be the one moving. As you can see, every meter on the screen will make progress in this mode. It is a small amount, but it is an overall "progress maker". This phase will play a very bassy version of the song(obviously). After a set amount of time, it will automatically fade to a "Chill/Light" mode

There is a bit to break down and observe in this gif. Visually, you are now doing the work, Nammi is a lot more bouncy ^^, and the lights are a lot more relaxed. The music will also fade to something more relaxing. Mechanically, you will see that in this mode, there is NO progress being made to "Crowd Satisfaction" (which is the win condition), nor is there consistent progress being made to "Hype". You will notice after hitting all the blue notes, "Hype" gets a large amount of progress. The idea is to hit all the blue notes in succession, within the same combo. The blue notes are the focus of "Chill mode". Also, if you are really looking, you will notice despite "Fission", and "Gravity being active modifiers, they never show up. This is because in "Chill mode"(exclusively) many 3-star modifiers will be negated, allowing you to focus on getting the combo. (One more thing to note is the "blue" notes will likely have a change in visuals before the build releases.) If the hype bar does not fill after 3 sets of blue notes goes by, you will be defaulted back to "Bass" mode.
Now... what happens when the Hype Bar fills?

We enter "Hype Mode". In this mode, there are also a few things going on. You enter a sort of "Blitz mode". Your normal "progress" meter with the modifiers, is completely static. It will not go up, or down while in Hype mode. This means you are basically invincible. Your "Crowd Satisfaction"(win condition) will increase at a much higher rate than in Bass mode, making this the state to try and work towards. Another thing, that in this gif is a bit hard to see, is that the Hype meter will slowly start draining from full. The longer you are in "Hype mode" the faster the meter will drain. That being said, as you can see, every perfect you hit, will increase the meter, and combat the drain. You can drag hype mode out longer if you perform well in this state.
A final thing I will say about this, is that some of the visuals may change, like the light intensity(It may be adjusted to match the song more once I hear it), and the combo notes (in chill) will likely give more of indication that they are meant to be hit in a combo. As with the other "bosses", a higher Reputation multiplier equates to more "power" towards the win condition.
So what I will be focusing on this upcoming week is some final touches, bug fixes, and perhaps a couple QoL changes. This shouldn't take long and is the final stage before play testing. My goal is still to have this build out before the end of the month. I appreciate how patient you've all been, so I would rather this not bleed into next month.
Alright everyone! That should do it for this post. It was a bit long winded, but I'm definitely happy to have Nammi's scene and mechanic all laid out. I'll catch you all next week!
-Regulus
John Boot
2022-05-21 05:46:03 +0000 UTCKeroseneCat
2022-05-21 00:53:00 +0000 UTC