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I know this is something not many gamers would really discuss unless you're talking about shmup strategy, but I'm just wondering about what makes a decent and effective enemy battle pattern, by that I mean, what makes "Popcorn" type enemies and the like still manage to be a threat in some ways, in terms of avoiding the ship's shots, overall effectiveness in attack.
For example: In Gradius V the Orb-like enemies start out by simply flying in straight lines, but then later on begin to loop around and attack by trying to kamikaze crash into the ship, either that or use suicide bullets upon destruction. In some cases it's very difficult to hit all the enemies in those formations, but at the same time, they manage to attack you in such a way that you have to figure out their pattern in order to avoid getting shot down.
Dealing with Enemies in Tight quarters where there isn't much moving room is also something that I'm considering, how to make it so the enemy can be attacked, yet make it so that you'd have to risk the integrity of the ship to do so just for the extra points to your score.
Not to mention effective bullet patterns that can be considered "challenging yet possible"
Of course this not only needs to apply to the "popcorn" types but the other enemies as well and boss movement patterns as well that make for something that can either be defeated in some fashion without being destroyed and also room for plenty of possible points for the player to get "destroyed"
Just something I've been thinking about during Shmup game development.
_________________ The world would be a better place if there were less shooters and more dot-eaters.
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1. Pure, Mournful, Humble Heart
2. Merciful Peacemaker
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