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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. | ||
Line 70: | Line 71: | ||
* '''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 | + | * '''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. |
− | ** | + | *** 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
Contents
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
- Novice Boost Type I
- 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)
- Black Stages
- 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)
- Heaven (Wait On, Guard On)
- 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.
- Hi-Speed Enemies (Makes player pay attention & memorize their locations to maximize their kills)
- Being forced to pass enemy waves isn't exactly fun.
Other Good Tips
(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.