During the last couple weeks of Vinyl development I've been implementing various gameplay features. The biggest two have been obstacle generation and the shockwave (pictured above with programmer art). We have already been generating obstacles based on beats and notes of songs for a long time, but it was thrown in quickly and the different types of obstacles could prevent you from hitting the others. For instance, a ball could spawn at the same spot as a chorus filter, and the player could not hit one without the other.
I went through the generation code, and made sure things would spawn out of the way of other things, and added some functionality for spawning chains of filters for potential combos.
The way cooler thing I worked on was the shockwave. Now when you jump out of the halfpipe, when you land everything within a certain expanding radius goes flying up and out of the pipe. It's pretty satisfying. As of right now, it just radiates outward from the initial impact of the player to the designer specified max radius over the specified time, blasting everything it hits out of the way as it goes. I threw on the fancy static ball shader for now, so that we can visualize why the obstacles are flying away.