Kitty Jam is a rhythm game featuring various gameplay styles for each song, leaderboards and accounts. This project is made with Unity 2022.3.16f1
- Paw Percussion: Tap the screen to the beat of the music
- Feline Fretboard: Play four lanes of notes in time with the music
- Pouncing Parade: Tap to the beat and move your wand
- Bongo Bash: Hit the bongos in time with the music
Play in WebGL, or download a build for your platform from the Itch.io page
-
Clone the repository
-
Open the project in Unity 2022.3.16f1 or later
-
Unless you have access to this link, you'll need some additional packages from the Unity Asset Store:
-
Move the imported packages to the
Assets/Imported
folder and create the missing.asmdef
files (if manually imported) -
If playing in editor, start from the
Bootstrap
scene, or from a_xxBase
scene if you want to test a specific gameplay mode
If contributing, please ensure your commits do not remove/modify any unintended files
-
Use a DAW, such as Reaper, to chart and export your song. Include a three measure count-in at the start, and align the first beat of the song with the third measure.
-
Follow this key for charting:
Paw Percussion:
- Place notes in C3 (60)
Feline Fretboard:
- Lane 1: E3 (64)
- Lift notes: B2 (59)
- Lane 2: D#3 (63)
- Lift notes: A#2 (58)
- Lane 3: D3 (62)
- Lift notes: A2 (57)
- Lane 4: C#3 (61)
- Lift notes: G#2 (56)
- To chart sustain notes, extend the duration of the note
Pouncing Parade:
- Place notes in F3 (65) - A#3 (70)
Bongo Bash:
- Outer Left: C#4 (73)
- Inner Left: C4 (72)
- Inner Right: B3 (71)
- Outer Right: D4 (74)
-
Export your song in a compatible format, and place it in the
Assets/Audio/Songs
folder -
Export your MIDI and place it in the
Assets/StreamingAssets
folder -
Add the album art to the
Assets/Textures/AlbumArt
folder (ensure it is POT) -
Create a new
SongData
asset in theAssets/Songs
folder, and fill in the details -
Add your song audio and album art to the Songs addressable group; and add a label for the song e.g.
songname
+songasset
&titledownload
. Then add the song data to theSongData
addressable group; and add a label for the song e.g.songname
+songdata
-
To test out your new song, set it as the default song in the SongManager script under the Music object in the GameSystems scene, then open a
_xxBase
scene to test that gameplay mode