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Project Arrhythmia

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Title Screen

Project Arrhythmia

Developer: Vitamin Games
Publisher: Top Hat Studios, Inc
Platform: Windows
Released internationally: June 15, 2019


AnimationsIcon.png This game has unused animations.
AreasIcon.png This game has unused areas.
CodeIcon.png This game has unused code.
EnemyIcon.png This game has unused enemies.
ObjectIcon.png This game has unused objects.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
MovieIcon.png This game has unused cinematics.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
Carts.png This game has revisional differences.


Hmmm...
To do:
Need to add info relating to each build of the game since they all have major and minor differences.

Project Arrhythmia is a rhythmic bullet-hell where abstract objects sync to the beat of the song in pretty patterns with an extensive level editor.

Cut Levels

Hmmm...
To do:
Try to get Save and earlier Node to be playable in newer builds of the game.

There were many levels either left unfinished or never started during the games development. Most of these are either lost or stored in the game's files.

The following three levels were demo levels in the 2015 development era of the game, which was included in a lost demo build.

Lifeformed - Sunquake

Kid - Space Cowboy

meganeko - Save

Asset Directory: Resources/beatmaps/demo

This song so far has gone completely unreleased with only an altered version of the song being uploaded on SoundCloud. The level and song both still exist within the game files up to the latest editor-alpha branch builds.

meganeko - Node

Unlike the previous three levels, this boss level was most likely never finished and was never included in any builds of the game. However, there was an earlier "Node" level different from this one that still exists in the current build's game files.

(Source: Vitamin Games)

Creo - Ahead of the Curve

Asset Directory: Resources/beatmaps/demo_new

This level was once used in Story Mode as a demo level and can still be accessed via modding the 20.4.4 Legacy version (albeit in a very broken state). It was available all the way up until the game's code changed heavily around Version 3.8.47c.

Chipzel - Tokyo Skies

Game code hints at a Tokyo Skies level existing at one point.

File Directory: Project Arrhythmia/Project Arrhythmia_Data/Managed/Assembly-CSharp.dll

Class: UploadTest (Under Global Namespace)

	private string fileName = "tokyo_skies_test";

	private string zipFileLocation = "S:\\Arrhythmia Builds\\Steam Builds\\win\\beatmaps\\editor\\Tokyo Skies\\level.zip";

	private string zipFileLocation2 = "S:\\Arrhythmia Builds\\Steam Builds\\win\\beatmaps\\editor\\Tokyo Skies\\download.zip";

	private string previewFileLocation = "S:\\Arrhythmia Builds\\Steam Builds\\win\\beatmaps\\editor\\Tokyo Skies\\level.jpg";

	private string workshopTitle = "Test Level 5";

	private string workshopDesc = "This is a test level!";

	public string[] workshopTags;

Riya - Artifical Chariot (ADOFAI Collab Level)

This level was meant for the A Dance of Fire and Ice and Project Arrhythmia Steam bundle but due to a lack of time it was never finished. The + or X patterns were created by a member of the community, with the developer deciding to use it and modify it for the level.

(Source: Vitamin Games)

meganeko - Slime Boy Color

An earlier version of the level showcased in this video was shared as an editor example level up until the game's launch on Steam. A version after that example but before this video was included in an accidental upload of a bunch of levels.

video_test

A level used to test videos in backgrounds. The level features this video as its background in older versions of the game. The level itself is mostly empty with only three objects.

Cut Player Content

Eight Players

Screenshot of the Input Select scene having 8 players, with the last 4 being circles rather than squares.

From 3.9.0b to 20.3.5d eight players were somewhat implemented. The latter half of the players being circular instead of squares. This never actually worked due to a limitation in the code, but you could still technically spawn up to 8 players in a level by having 8 controllers.

Boost Tail

Sometime before the 3.8.22 version, the tail of the player had another element that represented when the player could boost. When the player boosts, this extra tail part disappears then reappears when the player can boost again. This was changed to just be an outline around the players head.

Developer Testing Levels

Hmmm...
To do:
Provide a list of all the levels that were accidentally included in 20.3.1a and describe each one if needed.
Hmmm...
To do:
Needs visual examples.

On March 11, 2020 quite a few levels accidentally made their way into the beatmaps/editor folder of the game release. This was quickly fixed, removing everything aside from the para_template.lsp file. (So that's where it came from!)

EaseTest

EaseTest is exactly as the name says with a few extra things. It has a test for parent offsets. The level.lsb file contains the themes to one of the story mode bosses, Hebi.

Para

This level contains the para_template prefab and is where the model was first made. However, one thing to note about the level is the marker positions which do not sync up with anything in the Slime Boy Color song that is used with the level. Replacing the song with Shirobon - Fox actually makes the markers sync up perfectly to the song. The theme for this level is stored in the official Story Mode demo boss level, Opia.

Unused Objects

PA Logo Shape

Project arrhythmia pa logo shape.png

In version 20.9.1 an object using the PA Logo as its mesh is found as a Unity Prefab. The GameObject is structured pretty much the same as the shapes that PA regularly uses. The heart is flipped for some reason.

Custom or SVG Shape

A Custom Shape existed from versions 4.0.3 to 4.0.13b which was supposed to allow creators to import SVG files into levels but the feature broke a lot.

Prefab Repeating

Prefab code contains information for "RepeatCount" and "RepeatOffsetTime" values. This has never been used.

public int RepeatCount
{
	get
	{
		return this.repeatCount;
	}
	set
	{
		this.repeatCount = Mathf.Clamp(value, 0, 1000);
	}
}

public float RepeatOffsetTime
{
	get
	{
		return this.repeatOffsetTime;
	}
	set
	{
		this.repeatOffsetTime = Mathf.Clamp(value, 0f, 60f);
	}
}

Unused Editor Elements

Prefab Beatmap Object Selection

Hmmm...
To do:
Needs an unmodified visual example.

When creating a prefab, there's an inactive UI element that has code attached to it. When the code is run, it generates a list of objects in the UI element for selecting what object should be in the prefab and what shouldn't be.