87.412 BPM
The song is the level
The game decodes the track and splits it into bass (30–120 Hz), mids and highs, every 11.6 ms. Each of the 69 platforms sits on a hit; the orange ones, on the drops.
attack = ln(Et / Et−1)
Ride the beat. Survive the fall.
Your engines are dead and the ground is coming fast. There are platforms below, one on every bass hit of the song. Land on time and you bounce on to the next one, and on the drop you launch into hyperspeed.
The game
Your ship loses its engines above a neon sea of clouds. Every platform sits on a bass hit of the song, so the music sets the route. Dive to pick up speed, pull up if you overdo it, and if you land right on the beat the bounce throws you on to the next one.
Land on the glowing strip too, at a good angle and right on the beat, and the streak climbs to ×8 while the whole song speeds up with you. It's my favourite thing in the game, that the better you play, the faster everything goes.
Trailer
Trailer coming soon
In full HD (1080p). Nothing downloads until you press play. · Also on YouTube
Gallery
Real captures from the game, no touch-ups. The equalizer behind the mountains moves with the song.
Under the hood
Real numbers from the game's code, measured on the demo track, NEON08-02.
87.412 BPM
The game decodes the track and splits it into bass (30–120 Hz), mids and highs, every 11.6 ms. Each of the 69 platforms sits on a hit; the orange ones, on the drops.
attack = ln(Et / Et−1)
42°
In a vacuum, 45° throws furthest. Here the ship has lift and drag, and each bounce keeps only part of its speed, so the next arc goes furthest at 43°, and anything from 36° to 49° keeps 97 % of that.
R = v² · sin 2θ / g
3 : 4
A hop lasts a whole bar on Easy, three beats on Normal and two on Hard. On Normal the landings walk the bar, 1-4-3-2, and only come back to the downbeat every 12 beats. A polyrhythm, basically.
t = n·60/BPM → 2.75 · 2.06 · 1.37 s
×1.20
Each landing is scored on where you land, the angle and the beat. Fly clean and the whole run speeds up, physics and music together, with a pitch shifter keeping the song in tune.
tempo = 1 + 0.2 · q²
How to play
Four keys to fly, plus restart and pause. Keyboard or gamepad, with rumble.
One full song, all three difficulties and the global leaderboard, free on Steam. I'm still working on the full game; the demo is there so you can try it in the meantime.
Contact
Press, streamers, a bug you've spotted or an idea. I read it myself and answer as soon as I can.
VELTRA // FLIGHT SYSTEMS 0.9