Difference between revisions of "User:Xx-Henry-xX"

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=== The Holy Trinity of Shmup Design (or what I like to call these 3 as) ===
 
=== The Holy Trinity of Shmup Design (or what I like to call these 3 as) ===
 +
Consider those 3 rules as absolute musts, especially if you are starting out.
 
* '''No Player Inertia'''
 
* '''No Player Inertia'''
 
** For a game that requires reflex-based dodging, inertia equals input lag. And that's bad.
 
** For a game that requires reflex-based dodging, inertia equals input lag. And that's bad.
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* '''No Forced Damage'''
 
* '''No Forced Damage'''
 
** There must be at least one way out of a given situation that does not require using limited resources such as bombs.
 
** There must be at least one way out of a given situation that does not require using limited resources such as bombs.
* '''100% Kill should always be possible unless you have a good excuse'''
+
* '''100% Kill should always be possible'''
** Bloated Enemy HP is never a good one: Having to pass a wave because you can't destroy the enemies isn't fun at all.
+
** Being forced to pass enemy waves isn't exactly fun.
** Be careful with enemy counts too for the same reasons as above.
+
*** Bloated Enemy HP is never a good one: Having to pass a wave because you can't destroy the enemies isn't fun at all.
** Unless your game is about strategic player placement, lack of player shot coverage also isn't good.
+
*** Be careful with enemy counts too for the same reasons as above.
** Some of the good excuses:
+
*** Unless your game is about strategic player placement, lack of player shot coverage also isn't good.
 +
** Those are fine:
 
*** Hi-Speed Enemies (Makes player pay attention & memorize their locations to maximize their kills)
 
*** Hi-Speed Enemies (Makes player pay attention & memorize their locations to maximize their kills)
 +
**** Even if the player misses them, it's not forced. They're just missing the reward for paying attention.
 
*** Giving Strategic Choices (Examples include but are not limited to a set of enemies that spawn suicide bullets which you can just pass)
 
*** Giving Strategic Choices (Examples include but are not limited to a set of enemies that spawn suicide bullets which you can just pass)
 +
**** Player wasn't forced; it was their choice to pass enemies.
  
 
=== Other Good Tips ===
 
=== Other Good Tips ===
 
(Todo: Pros out there feel free to make suggestions in the discussions)
 
(Todo: Pros out there feel free to make suggestions in the discussions)
 
* Go read [[Boghog's bullet hell shmup 101]]; it serves as an introduction to making shmups.
 
* Go read [[Boghog's bullet hell shmup 101]]; it serves as an introduction to making shmups.

Revision as of 06:42, 4 October 2022

About Me

  • Xx_Henry_xX
  • Sometimes known as XHX-PGH
  • Rookie Shmupper & Soon to be gamedev
  • Lazy Bones

1CC List

Disclaimer: Scores may not be the true personal best

  • Vimana 1-ALL (2,042,200 / 169%)
  • Change Air Blade (Alpha Blade, 7,527,850)
  • Guxt Normal Game
  • Cloudphobia
    • PLG-90 Easy (43,598,250 / 11:16.94)
  • Blue Wish Desire
    • Heaven w/ Desire (70,629,800)
    • Heaven w/ Twinkle (37,279,350)
  • Crimzon Clover World Ignition/Explosion
    • Novice Boost Type I
      • 1,834,651,480
      • Stage 1 Only: 150,882,580
      • ★525951
      • 23:10.03
    • Novice Original Type Z
      • All Stages: 942,116,560,240
      • Stage 1 Only: 49,372,095,870
      • ★472297
      • x17209
  • Blaynix
    • Normal (119,368,450)
  • Steel Vampire
    • Very Hard
    • Genocide Hard (Anopheles, 21,189,584)
  • Eschatos
    • Original Easy (8,074,211)
    • Advanced Easy (19,312,725)
    • Time Attack (25:18.49)
  • Dokingan (72,786,692)
  • Kiraijin (4,081,482)
  • Blade Buster
    • 2 Minute (586,600)
    • 5 Minute (1,631,100)
  • Assault Shell
    • Light (A-2, 798,195,750)
  • Final Soldier 5 Minute (2,059,600)
  • Bullet Hell Monday (Challenge)
    • Easy (36,692,923)
  • Bullet Hell Monday Black
    • Black Stages
      • Easy ALL (119,979,960)
      • Normal ALL (242,613,168)
  • Vastynex (15,147,380)
  • Eden's Aegis
    • Heaven (Wait On, Guard On)
      • Nanathy (37,643,260)
      • Maple (34,917,180)
      • Eve (46,257,840)
      • Ridmie (41,265,970)
  • Battle Traverse
    • Easy (T.Neider)
  • Omega Blast (909,700)

Shmup Dev Tips for Aspiring Devs Out There

Because there's no shmup dev wiki (charlene pls add gamedev section i want resources)

The Holy Trinity of Shmup Design (or what I like to call these 3 as)

Consider those 3 rules as absolute musts, especially if you are starting out.

  • No Player Inertia
    • For a game that requires reflex-based dodging, inertia equals input lag. And that's bad.
    • Q: but i want realism in my game
      A: Realism rarely equals fun.
    • Q: what about smooth movement
      A: Smooth movement comes from evasion of enemy patterns, option movement lag, etc.
  • No Forced Damage
    • There must be at least one way out of a given situation that does not require using limited resources such as bombs.
  • 100% Kill should always be possible
    • Being forced to pass enemy waves isn't exactly fun.
      • Bloated Enemy HP is never a good one: Having to pass a wave because you can't destroy the enemies isn't fun at all.
      • Be careful with enemy counts too for the same reasons as above.
      • Unless your game is about strategic player placement, lack of player shot coverage also isn't good.
    • Those are fine:
      • Hi-Speed Enemies (Makes player pay attention & memorize their locations to maximize their kills)
        • Even if the player misses them, it's not forced. They're just missing the reward for paying attention.
      • Giving Strategic Choices (Examples include but are not limited to a set of enemies that spawn suicide bullets which you can just pass)
        • Player wasn't forced; it was their choice to pass enemies.

Other Good Tips

(Todo: Pros out there feel free to make suggestions in the discussions)