Bimonthly Townhall Report: BeatShift
Theme: From POC to a Real Game
Six weeks that turned the Cytus mini-game from a flat mock-up into a fully realized 3D, TV-framed mode — with a production-grade charting pipeline, secure audio, a 3D world remaster, and three new songs — closing Phase 1 and entering Phase 2.
3DCytus TV-frame
play area
3New songs
(Mega Punch, Ding Ding Ding, Starlyze)
6Note types
(Tap, Hold, BeatUp, Duo, Drag, Swipe)
Phase
2Global remaster
now underway
1. Executive Summary
The last two months were the Cytus mini-game months for BeatShift. The team took Cytus from concept to a complete 3D TV-framed play area with perspective skew, a reciprocating scan line, working BeatUp mechanics, and Hold notes. In parallel we shipped a production-grade Chart Editor + Clone Hero converter, hardened the FMOD audio pipeline, and began the Phase 2 visual remaster — a full PBR rebuild of the 3D background and a hit-VFX overhaul — while removing the legacy Fever feature to simplify scoring.
2. Cytus Mini-Game — the centerpiece
- 3D TV Frame: Confined Cytus to a centered play-area box on its own 3D background, built a CytusFrameTV prefab with a CytusBoxConfig, added adjustable tilt and a real 3D perspective skew (cytusPitch/cytusYaw), and made the frame refit live per-frame.
- Scan Line & Notes: A reciprocating (back-and-forth) scan line, clamped bar fractions, per-bar note scoping, notes that grow 0→full to their hit time, and a note-size knob (noteScale).
- BeatUp & Hold Notes: Auto-firing BeatUp toggle (an uncaught BeatUp is a penalty), plus Hold notes (PoC) with a static body line consumed along the scan line and sweep-direction staggering.
- State Toggle: Normal↔Cytus toggle replacing the old upbeat swap, with a shortened state-switch frenzy.
3. Chart Editor & Charting Pipeline
- Editor: Song/difficulty picker, per-song BPM auto-detect (Ctrl+B modal), beat numbers, snap toolbar, snap-scaled grid, metronome, multi-select + group drag, dual-region editing, duo notes, and a clickable minimap scrubber.
- BeatUp branching: Branching rules, a Finish note type for BeatUp completion, and single-MIDI Cytus alignment.
- Clone Hero converter: Import Clone Hero charts with difficulty filtering and BeatUp note conversion.
4. Audio & Content
- Secure FMOD: Official songs migrated to secure FMOD banks (Desktop + Mobile) with multi-platform optimization; built-in Unity audio disabled.
- SongLoader: Lazy loading + preload to prevent song-start lag and UI freeze, separated playback/memory states, and eliminated timeline judder.
- 3 new songs (July): Mega Punch, Ding Ding Ding, and Starlyze — each with MIDI charts, art, and baked FMOD banks.
- Song-select UX: Looping previews with fade, per-song tabname images, and difficulty-star config.
5. Visual Remaster & VFX (Phase 2 begins)
- 3D Background (July): Full PBR remaster — Building_1–Building_6 and Road_Highway with base color, height, metallic, AO, normal, and roughness maps, plus new building prefabs.
- HUD & Fonts: New Futura Bold fonts and a new HUD sprite set (HpBar, Pause, value/frame art); a new ComboBar component.
- Hit VFX Overhaul: Rebuilt the Hit.prefab, added a RandomParticlePlayer, a new BackSplash sprite set, and Retro TV 3D models for the Cytus frame.
- Fever removed: Cut the Fever feature entirely — scoring is now purely Combo × BeatUp.
6. Core Gameplay & Note Types
- Note vocabulary complete: Tap, Hold, BeatUp, Duo (timestamp-matched), Drag, and Swipe, with a unified "any tap" input system and an early-Miss window.
- Juice: BeatUp tap-frenzy + DragNote reward flow with board freeze, snake notes, and a juice/feedback refactor.
7. CI/CD & Platform
- Fastlane: iOS + Android configuration, env-sourced build/release stages, and streamlined TestFlight build-number retrieval.
- iOS: Updated code-signing settings/xcargs, added CloudKit entitlements, and an xcodebuild formatter.
- Jenkins: Hardened code-signing/verification stages and increased the Git clone timeout.
8. API / Backend (BeatShift API)
- Registration: Both default songs granted on player registration so new accounts start with the expected song set.
Looking Ahead — Phase 2: Global Remaster & Launch Readiness (Jul–Sep)
- Complete the 3D/asset remaster and finish the Cytus reskin to the target demo (handoff + reference frames already prepared).
- Content scale-up: more songs + chart polish, and Cloud Save for BeatShift.
- Begin 16-language localization and global compliance work toward market readiness.