Intro
Download: https://cdn.discordapp.com/attachments/1297669929876590623/1297684481238503565/o2jam-clone-3.10-1.zip?ex=6716d25a&is=671580da&hm=de95756400f417b179fea7f1f0d89f2294175101a542093837ba5806cf6c5f5c&
Changelogs: #1297669929876590623 message
I believe I've been showing my game occasionally in the past within this server but I didn't have confidence to put this game on the showcase channel. But now I do! since the game is kind of complete now.
Hi folks,
I made a faithful remake of O2Jam, an online Korean rhythm game that launched in 2002 and was discontinued in 2012. There are poorly made mobile versions released before/after the termination, but they don't last and the game was pretty much considered dead.
This clone written in C++17 and currently runs offline based on the original game assets (even the music files are in the original format). The networking elements such as multiplayer rooms and other players are merely represented by dummy data. However, the core gameplay and the majority of game elements remain fully interactable.
If you're familiar with the original game or enjoy rhythm games in general, please give it a try!
Some handy windowing controls:
Alt+Enter: Switch between borderless fullscreen and windowedAlt+↑: Switch between stretch and letter boxed fullscreen
Tested in MacOS as well, the older build even run on SteamDeck. I will probably release the MacOS build if someone interested
Notable Libraries
- SFML 3.0.0-rc2 + FreeType2
- bebop
- fmtlib/fmt
- nlohmann/json
- KissFFT
- magic_enum
- Boxer (Windows, Apple, GTK)
- MessageBoxX11 (X11)
This game was built with a game framework (or engine?) that I write from scratch.
I 've managed to pull the framework out of the game and put it open source here:
https://github.com/SirusDoma/Genode
Project Background
This is a solo game development project that I’ve been working on for what feels like forever. The initial attempt dates back to around 2011-2012, followed by several complete rewrites. The initial commit in this repository was made in 2019 and currently sitting at 850 commits. I’ve gone through countless setbacks and struggles, not only due to technical challenges but also because of many high-level decisions. I would even say some of the struggles were mental. For example, it was hard for me to coming to terms with the fact that, no matter how much work I put into this project, it would never become legal or official due to legal issues, I may even put myself at legal risk. There are also other things, like the fact that this game will be running at low resolution, and among other things. This project has never been a top priority in my life which delayed the development even further, and I’ve given up on it so many times.
But earlier this year, a chinese company resurrected the game. Initially, I was excited, since the game had been dead for so long—at least, until I saw what they had done. I was completely disappointed by how the game was remade; it no longer retained the original game’s identity. Even without those expectations, it’s still a terrible rhythm game. And this isn’t their first attempt at remaking it—the first attempt was even worse. It became overwhelmingly negatively rated on Steam, making it the worst rhythm game that ever released on Steam.
While I was devastated, this situation gave me the motivation to finish this project, hoping it would soothe my disappointment and preserve my good memories from being tainted by their poor and greedy remake.
