Student games face a few unique challenges. You have a hard deadline, and the team starts it's organizational structure from scratch. Another challenge is that everybody on the team can't be expected to give a normal 8 hour work day devoted to the project. Different team members have a different load of classes and work schedules.
To overcome this, successful teams find ways to balance strong organization and powering through these to still be successful. For example, this week I found out about a decision made to set all the songs to 150 bpm. This decision was made to speed up level design and simplify some coding to make development more efficient.
Situations come up like this often when developing student games. It's part of the challenge of getting into a rhythm. Strong teams take this sort of thing in stride, weak teams get hung up on them. Our team has done an excellent job of always pushing through changes and learning as we go.
So I revisited Bloosh, sped it up to 150 bpm, and made a few changes to try to make it sound like it was meant to be that way.
The intro needed the biggest tweaking, and the drums got a bit crazy. For the most part though, I was able to leave the song pretty close to the same.
Take a listen:
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